Paul Chote
124c0ea041
Make CanTarget modifiers a ref parameter.
2015-11-16 20:38:53 +00:00
Pavel Penev
a69f26b705
Fix players being able to manually attack invisible structures
2015-10-23 00:27:46 +03:00
reaperrr
2f69711341
Rename ActorMap *UnitsAt* occurences to *ActorsAt*
...
These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00
atlimit8
8162fa27ab
Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types
2015-09-19 09:49:24 -05:00
atlimit8
85fab45451
Remove Actor.HasTrait<T>()
2015-09-19 09:49:23 -05:00
deniz1a
ef143e5f8a
Freezes map after game ends.
...
Adds newline.
Disables keyboard hotkeys for units after game ends.
2015-07-25 18:56:23 +03:00
Matija Hustić
34d0518b29
Fixed regression from last PR.
2015-06-21 20:15:06 +01:00
reaperrr
c23ee1be2e
Remove Selectable boolean from Selectable trait
...
Add work-around for ta/td bridge huts since they need actor Bounds to
be targetable by C4/engineer repair.
2015-06-17 20:13:59 +02:00
Matthias Mailänder
8381fbd712
fix dereference after null check
2015-06-07 13:17:33 +02:00
Paul Chote
585a43fd8f
Rename Actor.Destroy/Destroyed to Dispose/Disposed.
2015-05-29 19:08:38 +01:00
Bynnar18
0abe8f9b2b
Fixes issues with support powers and adds property to all IOrderGenerator classes to determine priority over selection in the left-click order scheme.
2015-03-01 14:58:19 -06:00
Bynnar18
7b46b76329
Fixed left-click orders and implemented a selection deadzone.
2015-03-01 14:58:19 -06:00
Bynnar18
36d59d6b1d
Restored faulty left-click logic for now.
2015-03-01 14:58:18 -06:00
Jan-Willem Buurlage
7eb2106375
Change cursor according to the command with highest priority.
2015-02-08 22:38:05 +01:00
RoosterDragon
82bea961ba
Checked LINQ queries and collections for inefficiencies.
...
- Made Array.IndexOf available via extension method.
- Made ToHashSet extension method.
- Change collections queried often via Contains into sets.
- Avoid Count() extension if Count or Length property exist.
- Made Count() > 0 checks and variations calls to Any() instead.
- Don't call ToList/ToArray if there is no benefit to materializing the sequence.
- If the sequence does benefit from materialization, follow this general pattern:
- Collection queried often via Contains use ToHashSet to speed up lookups.
- Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size.
- Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
2015-01-29 19:20:11 +00:00
abcdefg30
8ca61aa917
Updated all year numbers
2015-01-09 21:18:05 +01:00
RoosterDragon
7cfece6dc0
Introduce a new type for representing map coordinates.
...
To resolve the ambiguity introduced when the introduction of isometric maps meant that cell and map coordinates were no longer equivalent, a new type has been introduced so they can each be represented separately.
2015-01-07 17:30:34 +00:00
RoosterDragon
c37a691c33
Convert some keys users of CellLayer to index via map-coords for efficiency.
2014-12-20 23:39:03 +00:00
Paul Chote
f5c09121ad
Remove buggy classic mouse orders. Closes #3153 .
2014-11-15 09:40:25 +13:00
Matthias Mailänder
a26a9cc3a2
StyleCop clean GenericSelectTarget
2014-11-01 21:48:09 +01:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
Paul Chote
0884722c4b
Change IOrderGenerator.RenderAfterWorld to return Renderables.
2014-07-25 21:14:39 +12:00
Paul Chote
bcc32d15ed
Fix frozen actors being targetable under shroud. Fixes #5979 , #5978 .
2014-07-19 12:56:52 +12:00
Paul Chote
9487f49cd5
Replace WPos.ToCPos -> Map.CellContaining.
2014-06-27 23:30:40 +12:00
Paul Chote
086ec07eb6
Add World parameter to Target.FromCell.
2014-06-27 23:30:40 +12:00
Paul Chote
5560f276ca
Map: Rename IsInMap -> Contains.
2014-06-27 22:07:03 +12:00
RoosterDragon
0ea3509ee4
Added MinBy, MaxBy, MinByOrDefault and MaxByOrDefault methods and replaced calls of the style OrderBy[Descending]().First[OrDefault]() which is not as performant.
2014-05-23 08:23:42 +01:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Matthias Mailänder
05eae2c890
only use Self for internal self references
2013-11-02 18:03:55 +01:00
Matthias Mailänder
73750f5a7c
StyleCop cleanup
2013-11-02 18:03:55 +01:00
Paul Chote
33f514001e
Fix viewport-px / world-px confusion in ScreenMap. Fixes #3964 .
2013-10-21 17:57:53 +13:00
Paul Chote
3ae75362bb
Remove WorldUtils.FindFrozenActorsAtMouse.
2013-10-05 21:01:22 +13:00
Paul Chote
1ca9c90565
Add ScreenMap.ActorsAt(MouseInput) overload.
2013-10-05 21:01:21 +13:00
Paul Chote
dfd51c0caa
Introduce ScreenMap trait for caching screen-coord queries.
2013-09-27 15:36:25 +12:00
Paul Chote
bc5c11e44f
Check ITargetable when deciding target validity. Fixes #3659 .
2013-08-22 19:29:05 +12:00
Paul Chote
3e605b1ee9
Add plumbing for issuing orders against frozen actors.
2013-08-12 21:34:18 +12:00
Paul Chote
c3bcca2ff7
Use selection priority when picking tooltip actor.
2013-08-11 22:23:53 +12:00
Paul Chote
e4d1c654ed
Merge IOrderTargeter.CanTargetActor and CanTargetLocation.
2013-08-11 22:23:52 +12:00
Paul Chote
4754cbb768
Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.
...
Range circles have been moved to RenderAfterWorld for now.
2013-08-11 00:25:54 +12:00
Scott_NZ
ac430bd3bc
Add force-move
2013-05-18 17:52:36 +12:00
Paul Chote
e545865599
Add Selectable field to Selectable.
...
There are a bunch of bogus assumptions about
targetable actors being selectable. These aren't
easily fixed, so this add a Selectable field that
can be diabled for things we want to target, but
not select.
2013-04-15 08:06:52 +12:00
Matthias Mailänder
c5313375f0
pull mouse button preference from global property
2013-01-18 10:57:41 +13:00
Matthias Mailänder
d52394bb47
add classic left-click orders
2013-01-18 10:57:40 +13:00
Chris Forbes
220473bf74
remove duplication in UOG
2012-06-26 11:31:13 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
cebf908bb2
Fixed #2041 -- Force attack always targeted ground
...
Revert "Force attacks always go through, regardless of what is beneath them."
This reverts commit b2c72d6990 .
2012-04-25 00:22:07 +12:00
Kenny Hoxworth
b2c72d6990
Force attacks always go through, regardless of what is beneath them.
2012-03-23 10:06:59 +13:00
Chris Forbes
f2dd5eb0a3
simplify UOG
2011-12-24 12:19:59 +13:00
Chris Forbes
f83c9fd4d7
add IEnum<T>.JoinWith, use it to clean up a bunch of things
2011-11-01 21:57:58 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00