reaperrr
3069bbfa7d
Fix infinite loop in HeliReturnToBase
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This can happen if HeliAttack tells the heli to return to base when the player doesn't have any of the RearmBuildings available, because the activity queues itself after the HRTB, and the latter will, after a forced land, then queue back HeliAttack, which then immediately queues back HRTB and so on.
Instead, we now assume that if there is no base to return to, going to NextActivity is pointless and don't queue NextActivity.
RTB was likely ordered by HeliAttack due to lack of ammo, so resuming the attack would be pointless.
2018-03-22 22:50:50 +01:00
DESKTOP-7PLKRFC\jur_1
311cd521e3
Refinery spawned harvesters should prioritize lower ore #14827
2018-03-11 00:50:55 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Arular101
24b7f7a23f
Cast to long to avoid overflow when multiplying by the health (part 2)
2018-01-13 17:32:34 +01:00
Arular101
30acee38c9
Cast to long to avoid overflow when multiplying by the health
2018-01-13 17:32:34 +01:00
Andrii Yukhymchak
11db40a2b3
Fixed issue with unit ready when capturing
2018-01-01 12:52:47 +00:00
Unknown
4be593123d
add me (jongleur1983) to AUTHORS
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#14558 : MovingToRefinery takes actor instead of CPos
DeliveryOffset (previously added by the harvester) is now taken into account by the AutoCarryable
fix whitespaces
2017-12-25 03:52:44 +01:00
Paul Chote
30cafcbc25
Use Util.AdjacentCells to determine ExternalCapture validity.
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This matches the set of cells targeted by MoveAdjacentTo.
2017-12-18 07:47:15 +00:00
GSonderling
488cec64b8
Added support for filtering exits by production type.
2017-12-13 04:08:52 +01:00
reaperrr
9ad0d78cdd
Make the AI only consider harvesters 'idle' if last resource search failed
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Otherwise the AI would consider the harvester 'idle' in too many situations.
This way, the AI now only uses its own resource search algorithm if the next resource patch is too far away for the FindResources activity to find it.
2017-12-11 01:55:18 +01:00
Paul Chote
b898b5001a
Rename AttackBase.IsAttacking to IsAiming to make its uses and assumptions clear.
2017-11-26 15:58:00 +01:00
Paul Chote
ea05221180
Count AttackStatus.NeedsToTurn as valid for AttackBase.IsAttacking.
2017-11-26 15:58:00 +01:00
Forcecore
c762453607
(External)Capturable are now conditional
2017-11-15 13:54:15 +02:00
reaperrr
d602ec6485
Rename SelfReloads to AutoReloads
2017-11-12 19:48:06 +00:00
reaperrr
8b7a71685c
Remove AmmoPool-awareness from Armament
2017-11-12 19:48:06 +00:00
reaperrr
6f95080aa4
Add ReloadAmmoPool and adapt AmmoPool
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Refactored and simplified Rearm activity.
Uses local Reload now.
Removed AmmoPool.SelfReloads.
2017-11-12 19:48:06 +00:00
Forcecore
d49c98ce18
Move activity implementation now uses ChildActivity
2017-11-12 19:46:05 +01:00
Mustafa Alperen Seki
8914227811
Add ShowTicks to sellable
2017-11-04 17:16:26 +01:00
Paul Chote
1376ad674e
Remove Player.CanViewActor and .CanTargetActor.
2017-11-03 09:56:00 +01:00
reaperrr
db2d432c39
Fix Helis facing target center instead of attacked position
2017-10-16 14:25:03 +02:00
Forcecore
18c6fe09db
Sound and Animation support for DonateCash
2017-10-06 18:07:18 +02:00
Forcecore
b86d632c8c
Land activity now lets the actor to land midair
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Midair, at the altitude of the target actor.
2017-09-24 15:03:20 +02:00
Matthias Mailänder
0018bf3063
Add start and stop repair overlay animation support.
2017-09-24 11:43:49 +01:00
Mustafa Alperen Seki
c0b8bb3fcf
Add Generals Pilot Logic
2017-09-14 23:26:10 +02:00
gwenzek
11a990e352
check if target is alive
2017-09-14 23:19:28 +02:00
gwenzek
7721d0b328
add a "capturing" condition for ExternalCapture
2017-09-14 23:19:28 +02:00
abcdefg30
71f2026b32
Remove the hardcoded cloak reference from activities
2017-09-13 21:18:21 +02:00
Paul Chote
e3212d1e64
Move the IMove interface to Mods.Common.
2017-09-10 18:36:39 +02:00
reaperrr
5d58374962
Remove FlyCircleTimed activity
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A FlyCircle overload is sufficient.
2017-08-31 18:03:59 +02:00
reaperrr
c9ff362ea2
Add TakeOffOnCreation and TakeOffOnResupply to Aircraft
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Before this, it was impossible to replicate the behavior of the original games (staying on pad/airfield after reload) without hacking around in Mods.Common.
This allows modders to disable these without meddling with code.
2017-08-31 18:03:59 +02:00
reaperrr
c75e64a952
Properly account for disabled Armaments in various places
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These places didn't care if an Armament was disabled, which could lead to unexpected behavior.
2017-08-22 20:55:46 +01:00
Mustafa Alperen Seki
f7983692ae
Make Captures Upgradeable
2017-08-21 13:06:00 +02:00
reaperrr
eb5fb5abba
Allow skipping 'sell'/undeploy anim for actors that TransformOnCapture
2017-08-17 22:03:42 +01:00
Paul Chote
4e493f265f
Revert TicksBeforePathing move from Mobile to Move.
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This partially reverts commit 11c8cda0c38ad0ac71c58557d34480925307cebd.
2017-08-13 13:31:58 +02:00
Paul Chote
dd709a2679
Revert "Have some activities count as idle activities"
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This reverts commit ae111248f3 .
2017-08-10 12:22:28 +02:00
Jean-Rémy Buchs
1d1802a163
Add LandOnCondition to the trait Aircraft which triggers a landing and prevents takeoffs while the condition is met
2017-08-08 15:13:50 -05:00
forcecore
d1328212c6
AttackFrontal's FacingTolerance is now in effect
2017-08-07 10:26:26 +02:00
Paul Chote
afd8b9ab86
Rework harvester resource claiming:
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* Maintains lists of claims, and only restricts
reservations for friendly units.
* Removes OnNotifyResourceClaimLost; it's not
clear whether that is still useful, and it
prevents future necessary cleanups.
* Moves other code without changing behaviour.
This fixed stale claims from dead units and enemy
claims from preventing otherwise valid harvest
activities.
2017-07-18 01:09:19 +02:00
reaperrr
86ab6e7ed3
Fix MoveWithinRange subcell consideration
2017-07-15 17:31:25 +02:00
Forcecore
801796b184
FIX game hanging when units with 0 min-range attack units at 0 range.
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Fixes #13307
2017-07-12 20:51:35 +02:00
reaperrr
33e8bf9928
Adapt Attack logic to Weapon.TargetActorCenter
2017-06-24 11:24:17 +01:00
Forcecore
100abe3246
Requested changes applied
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* private this.info --> public Info for GCOnDeploy
* Parameter change for (un)deploy activities
2017-06-20 23:42:14 -05:00
Forcecore
a7cedc54ff
Deploy activities for mods and future AI scripting
2017-06-20 23:42:14 -05:00
Paul Chote
4040863707
Fix queued move activities.
2017-06-18 20:55:50 +02:00
Paul Chote
4b4172f757
Make the Enter activity use the closest target position.
2017-06-17 21:18:28 +02:00
Paul Chote
995a3da43a
Rename Enter.targetCenter to repathWhileMoving.
2017-06-17 21:18:28 +02:00
reaperrr
da7433a95f
Add plumbing for targeting of target center instead of closest targetable position
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Note: Projectiles that can track their target need minor additional changes, but for InstantHit (which already implemented support for this) and unguided projectiles (Bullet, GravityBomb) this commit is already sufficient.
2017-06-15 01:32:37 +02:00
reaperrr
6a212eea53
Make attacking actors/turrets face the targeted position
2017-06-05 14:22:47 +02:00
abcdefg30
1f93029e51
Always make sure to be on the host actor when repairing
2017-05-26 22:53:03 +02:00
reaperrr
74437ed56c
Merge pull request #13178 from rob-v/ReturnHeliToNearestBase
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Helis return to nearest base like Planes
2017-05-07 13:16:40 +02:00