Bob
7c1c0835e1
Traits can now resolve orders (ATM, they all resolve the orders they issue)
2009-11-25 20:42:03 +13:00
Bob
e9b87640bd
No. Just No. GTFO. Orders do NOT store cursors. That is all
2009-11-25 19:44:38 +13:00
Bob
74ab0c7a13
moved Activity to Actor (from Mobile)
2009-11-25 18:34:30 +13:00
Bob
5c3da9387b
IActivity no longer passed Mobiles around.
2009-11-25 18:18:17 +13:00
Bob
2aea110497
Facing -> new trait ("Unit")
2009-11-25 18:11:44 +13:00
Bob
c285f1d210
Cleaned up some casts. (BuildingInfo)
2009-11-14 02:57:52 +13:00
Bob
a74050a3e6
removed Mobile.InternalSetActivity
2009-11-12 13:00:05 +13:00
Chris Forbes
cfd99b5250
#87 fixed
2009-11-09 22:56:29 +13:00
Chris Forbes
b13f399ec0
follow activity for turreted attacks
2009-11-09 22:29:07 +13:00
Bob
edc4a8e6e7
Harvesting works better, and other related stuff.
2009-11-05 13:23:23 +13:00
Bob
ddc91ddafa
Moved Activity and friends into separate files.
2009-11-02 20:22:12 +13:00
Chris Forbes
98e64fc446
fixes #72
2009-11-01 19:57:03 +13:00
Chris Forbes
783b9e9f5f
infantry squads; a bit tight at the moment.
2009-11-01 13:15:23 +13:00
Bob
c0cb248bc1
Restructuring orders.
2009-10-28 22:06:39 +13:00
Bob
cc1be5b31c
Perf fixes for low unit-counts. Added sanity checks - not enabled by default.
2009-10-28 19:43:04 +13:00
Bob
9f237f2530
Fixes for small bugs.
2009-10-28 18:45:50 +13:00
Bob
222b72a679
Repath around blocking units or structures.
2009-10-28 17:59:09 +13:00
Chris Forbes
58f9347cb7
fixed attack causing units to vanish
2009-10-27 17:58:57 +13:00
Chris Forbes
0e32b5ca18
hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked
2009-10-27 08:40:55 +13:00
Chris Forbes
ff26bd38c7
added pathing debug
2009-10-27 08:22:54 +13:00
Chris Forbes
b4d75f6195
oops. a slight pathfinder cock-up.
2009-10-27 00:24:09 +13:00
Bob
3ef0f90b00
Added attack order. Cursor is currently incorrect.
2009-10-26 23:25:35 +13:00
Bob
65f7f8c145
Fixed bug where units left influence behind in some circumstances.
2009-10-26 22:08:12 +13:00
Chris Forbes
0d62318688
most of the support for boats
2009-10-26 21:52:13 +13:00
Bob
384a3ee2e9
renamed in Mobile.CurrentAction: "Action" -> "Activity"
2009-10-26 18:57:12 +13:00
Bob
20fed17306
Refactored Mobile.MoveTo
2009-10-26 16:38:17 +13:00
Chris Forbes
6d1826245f
unit movement debug overlay + working blocking. still needs repath in some cases.
2009-10-26 14:06:06 +13:00
Chris Forbes
b0cf14b3eb
tidy
2009-10-26 13:44:31 +13:00
Chris Forbes
2058134380
unit/unit blocking works sensibly for first-half; a few glitches due to second-half
2009-10-26 13:04:16 +13:00
Chris Forbes
482273f604
moved directions to a shared place; fixed pathfinder to use the appropriate movement type
2009-10-26 10:46:41 +13:00
Chris Forbes
021e41a5bf
unit influence blocks building
2009-10-24 22:39:07 +13:00
Bob
5086f6ab51
Fixed bug where unit would occasionally "disappear" or face in an odd direction.
2009-10-24 20:48:36 +13:00
Chris Forbes
f6ae86bb53
fixed order canceling
2009-10-24 20:41:38 +13:00
Bob
78c9ae53df
On orders, the mouse button is now considered part on issuing the order, not resolving it.
2009-10-24 19:42:54 +13:00
Bob
d25bd8550a
Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
2009-10-24 19:17:13 +13:00
Bob
d66475edcb
smooth unit-movement. Doesn't look right yet, but it's getting there.
2009-10-24 18:20:58 +13:00
Bob
06e6d50735
Improvements to Mobile to support smooth movement (like real-ra does it)
...
- McvDeploy got simpler.
- BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00
Chris Forbes
ea3526a238
voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned.
2009-10-24 16:07:23 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Bob
707ba7d957
Locked frame times; SAM, GUN, AGUN work again.
...
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
- SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00
Bob
a7ce0f97d1
changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255
2009-10-19 23:45:14 +13:00
Bob
5f2d89fd63
added AttackTurreted.
2009-10-18 23:51:00 +13:00
Chris Forbes
197483f973
fixed unit ack sound to only happen when *issuing* the order
2009-10-15 07:38:27 +13:00
Matthew Bowra-Dean
fe78e22747
Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
...
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
00cf322feb
added speech packages; successful local move orders now play sound
2009-10-14 20:16:30 +13:00
Chris Forbes
3b1558d678
splitting traits into own files
2009-10-13 21:11:21 +13:00