Commit Graph

55 Commits

Author SHA1 Message Date
RoosterDragon
9d5d2ab493 RCS0056 - roslynator_max_line_length = 180 2024-07-29 21:56:36 +02:00
Gustas
5fc36bd45f Make player stance colours universally respected 2024-05-04 16:31:35 +02:00
RoosterDragon
23f3f8d90c Add helper methods to locate actors that can be reached via a path.
Previously, the ClosestTo and PositionClosestTo existed to perform a simple distance based check to choose the closest location from a choice of locations to a single other location. For some functions this is sufficient, but for many functions we want to then move between the locations. If the location selected is in fact unreachable (e.g. on another island) then we would not want to consider it.

We now introduce ClosestToIgnoringPath for checks where we don't care about a path existing, e.g. weapons hitting nearby targets. When we do care about paths, we introduce ClosestToWithPathFrom and ClosestToWithPathTo which will check that a path exists. The PathFrom check will make sure one of the actors from the list can make it to the single target location. The PathTo check will make sure the single actor can make it to one of the target locations. This difference allows us to specify which actor will be doing the moving. This is important as a path might exists for one actor, but not another. Consider two islands with a hovercraft on one and a tank on the other. The hovercraft can path to the tank, but the tank cannot path to the hovercraft.

We also introduce WithPathFrom and WithPathTo. These will perform filtering by checking for valid paths, but won't select the closest location.

By employing the new methods that filter for paths, we fix various behaviour that would cause actors to get confused. Imagine an islands map, by checking for paths we ensure logic will locate reachable locations on the island, rather than considering a location on a nearby island that is physically closer but unreachable. This fixes AI squad automation, and other automated behaviours such as rearming.
2023-09-07 17:46:35 +03:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
abc013
8fede9d6ba Add ValidStances checks to BlocksProjectiles and Gate. 2021-05-27 21:37:37 +02:00
Paul Chote
cd9bf53e1a Use nameof() to reference image fields. 2020-09-12 17:52:46 +02:00
Paul Chote
7803686aec Rewrite sequence linting / missing file handling.
- Distinguish between missing sequences and missing sprites
- Lint default sequences as well as maps
- Improved performance
- Correctly handle null images
2020-09-12 17:52:46 +02:00
teinarss
27f1a7ab27 Use out var syntax 2020-08-19 18:11:07 +01:00
Andre Mohren
006a87692a Removed unused imports. 2020-07-28 18:22:51 +02:00
reaperrr
8513a83331 Add ImpactOrientation to WarheadArgs
Allows to pass the horizontal facing/yaw
and vertical angle/pitch of the carrier
projectile to warheads for further use.

Add ImpactPosition to WarheadArgs

InflictDamage doesn't pass the impact pos
directly, and the very point of WarheadArgs
is to avoid adding more and more arguments
to the warhead methods.
2020-07-12 19:52:55 +02:00
Pavel Penev
d866286f82 Added back the DescAttributes on projectiles' Inaccuracy fields 2020-07-05 13:04:18 +02:00
Pavel Penev
76dfda164e Moved projectile inaccuracy calculations to Common.Util
Also moved the InaccuracyType enum there. This also quietly adds the RangeModifiers to the calculations for all projectiles, while they were only used on Bullet so far, which seemed very wrong.
2020-07-05 13:04:18 +02:00
Pavel Penev
134d47e48c Added InaccuracyType.Absolute to projectiles 2020-07-05 13:04:18 +02:00
Pavel Penev
c27412c83a Added InaccuracyType enum and updated projectiles accordingly
Also updated the inaccuracy calculations to account for the new inaccuracy type - either based on distance up to a max defined inaccuracy at max range (old style) or based on distance with each cell (1024 range) increasing the inaccuracy with a set step.
2020-07-05 13:04:18 +02:00
Paul Chote
2cfacc2c7d ProjectileArgs facing -> WAngle. 2020-06-01 21:34:32 +02:00
Paul Chote
552bceb07c SpriteEffect facing -> WAngle. 2020-05-09 10:20:23 -05:00
reaperrr
6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
reaperrr
90325305d6 Minor projectile clean-ups and perf optimizations 2019-05-19 16:56:49 +02:00
Paul Chote
3e404f6ac2 Remove HSLColor. 2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558 Replace System.Drawing primitives with our own. 2019-03-04 18:26:42 +00:00
abcdefg30
cadbd0d9ab Change the year number in all cs headers from 2018 to 2019 2019-01-26 23:15:21 +01:00
reaperrr
4de0d0fcb9 Replace LaunchEffect with updated SpriteEffect 2018-12-05 09:04:29 +13:00
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
reaperrr
ec15acbc80 Enable LaserZap launch-effect syncing with current source barrel/muzzle facing 2018-09-28 21:32:34 +02:00
reaperrr
f85f2cd104 Add LaunchEffect support to LaserZap
Can act as replacement for WithMuzzleOverlay.
2018-07-01 12:19:32 +02:00
reaperrr
145b8c87c5 Make LaserZap source point follow source actor muzzle
For moving actors, it looks better when the source point of the beam follows the source actor.
2018-07-01 12:19:32 +02:00
reaperrr
0fafaf1b09 Add DamageDuration and DamageInterval to LaserZap 2018-07-01 12:19:32 +02:00
Alexis Hunt
08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
reaperrr
1d2361cdd3 Change default and auto-calc of victim scans to -1
For all projectiles and warheads.

Not really a must for everything else, but for CreateEffectWarhead, the
ImpactTypes refactor (separate PR) makes it a bit harder to make the
warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
2017-06-25 22:40:12 +02:00
reaperrr
ca475fe133 Projectile style fixes 2017-06-25 22:40:12 +02:00
reaperrr
edffaa4987 Introduce Weapon.TargetActorCenter and adapt projectiles
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
7eab278711 Adapt tracking projectiles to support targeting CenterPosition
Instead of closest targetable position.
2017-06-15 01:32:37 +02:00
reaperrr
7acc6dacbc Fix armaments/projectiles to aim at closest Target.Positions
Instead of CenterPosition.
TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
2017-06-05 14:22:47 +02:00
reaperrr
033268a7ba Make projectiles use most sensible blocker scan radius
By default, but allow custom overrides.
2017-05-13 11:15:38 -07:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
reaperrr
9abfce97fa Rename LaserZap.TracksTarget to TrackTarget
And fix engineVersion of older Duration upgrade rule.
2016-12-17 15:28:28 +01:00
Oliver Brakmann
d0493bb10c Merge pull request #12068 from reaperrr/laser-features1
Add several features to LaserZap
2016-10-09 15:24:55 +02:00
reaperrr
e69ad1cb2d Add support for being blockable to LaserZap 2016-10-09 15:04:45 +02:00
reaperrr
2a00a606d2 Add support for inaccuracy to LaserZap 2016-10-09 15:04:43 +02:00
reaperrr
38b10511c3 Allow disabling target-tracking of lasers
This is necessary for features like inaccuracy.
2016-10-09 15:04:41 +02:00
reaperrr
6b3c3cd127 Add SecondaryBeam to LaserZap for TS-like laser glow effect 2016-10-09 15:04:38 +02:00
reaperrr
a98818ef47 Rename LaserZap.BeamDuration to Duration 2016-10-09 15:04:36 +02:00
reaperrr
d080770828 Fix LaserZap not being removed if HitAnim is not defined
This avoids degrading performance over time as well as an (albeit unlikely) OutOfMemoryException.
2016-09-26 01:36:02 +02:00
reaperrr
5463176fa3 Adapt LaserZap Color description and Args structure
To match AreaBeam.
2016-09-20 17:25:28 +02:00