Commit Graph

635 Commits

Author SHA1 Message Date
Oliver Brakmann
7454427b13 Fix FindResources aborting to early 2018-11-25 22:41:46 +00:00
Paul Chote
3be008f592 Add EmptyCondition to Harvester. 2018-11-22 22:16:56 +01:00
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
reaperrr
92912c6c94 Add TurnToDock to Aircraft
Instead of hard-coding a turn before VTOLs
land/dock on resupplier.
2018-11-04 00:25:55 +01:00
reaperrr
e2227b9450 Make HeliReturnToBase use a landingProcedures list
Like ReturnToBase already does. Makes them easier to compare and later merge.
2018-11-04 00:25:55 +01:00
reaperrr
577fc1c409 Remove separate AircraftInfo caching from ReturnToBase
This extra info caching was overkill and most likely had zero effect on performance.
2018-11-04 00:25:55 +01:00
reaperrr
54d3656205 Move CalculateTurnRadius up in ReturnToBase
Just a slight readability improvement.
2018-11-04 00:25:55 +01:00
Paul Chote
492bcdd9a7 Remove building lock from Transforms. 2018-11-03 15:09:14 +01:00
Paul Chote
18b84750aa Reimplement demolition lock using conditions. 2018-11-03 15:09:14 +01:00
Paul Chote
0901a7d9de Simplify FlashTarget.
Now defined in terms of a flash count, interval, and delay.
Broken FlashDuration parameter removed from Demolition.
2018-11-03 15:09:14 +01:00
Paul Chote
7e67ce0139 Pass CaptureTypes through the INotifyCapture interface.
Also make it require explicit implementation.
2018-11-03 14:47:22 +01:00
reaperrr
e42094625d Merge AttackPlane and AttackHeli into AttackAircraft 2018-11-03 11:37:23 +00:00
reaperrr
8f1d8a67cc Remove RearmBuildings from Aircraft and Minelayer
In favor of using Rearmable trait.
2018-11-02 22:28:08 +00:00
reaperrr
139d5efba8 Remove RepairBuildings from Aircraft
Require them to use Repairable trait instead.
2018-11-02 22:28:08 +00:00
abcdefg30
db58b35856 Further untangle (and - hopefully - fix) the afterLandActivity mess 2018-11-02 22:24:56 +00:00
abcdefg30
7e20bdd7ea Introduce a new CarryableHarvester trait 2018-11-02 22:24:56 +00:00
abcdefg30
0b89883012 Prevent ReturnToBase from causing a divide by zero crash 2018-10-28 18:54:32 +01:00
Inq8
fec9fe1ad4 Aircraft Takeoff & Landing Sounds (Fixed-Wing)
Added Takeoff & Landing sounds to planes.

Changed Aircraft Trait, TakeoffSounds & LandingSounds are now arrays & accept a list of sound files & it will randomly select one to play.

Changed/fixed take off & landing sounds to originate from the aircraft location, rather than play a global sound.
2018-10-12 14:29:53 +02:00
Mustafa Alperen Seki
faa35946b8 Make Exit Conditional 2018-10-08 22:00:39 +01:00
Paul Chote
22bd7fd90b Remove obsolete code. 2018-10-07 18:46:21 +02:00
Paul Chote
db1f794beb Fix captor being disposed if the capture fails. 2018-10-07 18:46:21 +02:00
Paul Chote
d97a2a5fa0 Remove legacy building lock calls.
This has been superseded by conditions.
2018-10-07 18:46:21 +02:00
Paul Chote
50423b13fb Add ConsumedByCapture flag to emulate legacy external behaviour. 2018-10-07 18:46:21 +02:00
Paul Chote
bab34252dd Add support for capture delays and conditions.
CaptureDelay is defined per-trait, and the shortest
delay will be used if multiple traits are enabled.

CapturingCondition and BeingCapturedCondition are
global, and are granted when any capture is in progress.

The capture period is defined from when the unit reaches
the cell next to the target, and either starts to wait
or enter the target through to when the capture succeeds
or fails.
2018-10-07 18:46:21 +02:00
Paul Chote
a53ef6e503 Add CaptureManager trait to fix multiple-trait interactions.
This fixes the various edge cases that occur when multiple
Captures or Capturable traits are defined on an actor and
are toggled using conditions.

The Sabotage threshold field moves from Capturable to
Captures in order to simplify the plumbing. The previous
behaviour ingame can be restored by creating a new
capturable type for each threshold level, each with their
own Captures trait.
2018-10-07 18:46:21 +02:00
BGluth
b88b84c05a Units that have turrets while deployed now move their turrets back to their initial positions before undeploying
- Tested in TS with all deployable units and did a quick check for obvious issues in TD and RA.
2018-10-07 12:19:09 +01:00
abcdefg30
01d340db09 Properly end capturing during an owner change 2018-10-06 14:59:33 +01:00
Andre Mohren
640078a2b1 Refactored Health usage to IHealth. 2018-09-29 18:12:40 +02:00
Andre Mohren
a86f41cd5c Made Valued optional for traits who do not require it. 2018-09-28 22:06:56 +01:00
reaperrr
8144fca5be Merge repair and rearm anim traits into WithResupplyAnimation
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
2018-09-27 16:38:08 +02:00
BGluth
09b9ed3506 Rearming aircraft now reapplies rearming order if canceled on landing structure
- Implemented by making the ResupplyAircraft activity recreate a new resupply activity if cancelled and also having no other queued activities.
- Tested in TD, RA, TS.
2018-08-12 21:16:23 +02:00
reaperrr
77d03ce1e1 Replace Airfield/Helipad references with generic Resupplier in RTB activities
More generalization to prepare for possible future activity merger.
2018-08-12 14:24:21 +02:00
reaperrr
fc79e04c49 Generalize Land activities Aircraft caching naming
To make a possible future merger (or inheritance or other code-sharing) of these activities easier.
2018-08-12 14:24:21 +02:00
reaperrr
3f9aab7e86 Generalize Fly* plane activities Aircraft caching naming
To make a possible future merger (or inheritance or other code-sharing) with other activities easier.
2018-08-12 14:24:21 +02:00
reaperrr
6810ac92ba Generalize HeliAttack activity Aircraft caching naming
To make a possible future merger (or inheritance or other code-sharing) with FlyAttack easier.
2018-08-12 14:24:21 +02:00
reaperrr
c3a0d129a3 Generalize FlyCircle activity Aircraft caching naming
To make a possible future merger (or inheritance or other code-sharing) of these activities easier.
2018-08-12 14:24:21 +02:00
reaperrr
ae92255ded Generalize Fly activity Aircraft caching naming
To make a possible future merger (or inheritance or other code-sharing) of these activities easier.
2018-08-12 14:24:21 +02:00
reaperrr
96032d1953 Generalize *ReturnToBase trait caching naming
Makes both copying changes as well as a potential future activity merger a little easier.
2018-08-12 14:24:21 +02:00
BGluth
5c42f55b3a Fixed aircraft in TS landing instantly to reload their ammo
- Updated calculating the landing altitude for the Land activity not taking into account the terrain height.
- Fixes 14312.
2018-08-04 21:09:59 +02:00
Chris Forbes
dcf93203ea Get rid of unit pathing delay completely 2018-07-26 13:19:31 +01:00
Paul Chote
01c3c14a4c Add ITransformActorInitModifier.
Remove hardcoded Cargo reference from Transform.
2018-07-22 13:45:37 +01:00
reaperrr
6984c0ec10 Add AlwaysConsiderTurnAsMove plumbing to Mobile
Can be used to make walker units like the TS mechs display move animations while turning on the spot.
2018-07-19 22:09:43 +02:00
reaperrr
4c239d4ebc Set Mobile.IsMoving to "true" if queueing a turn that takes only a single tick
At the end of L-turns, actors often end up with an internal facing not 100% matching the direction of the next cell on their path.
As a result, if they haven't reached their destination yet, Move queues a quick Turn as ChildActivity, which previously was not considered as IsMoving.
However, we don't want those mini-turns to interrupt move animations, so we now consider them a move as well. Additionally, to avoid any issues, we make these mini-turns non-interruptible, just like the MovePart activities already are.
2018-07-01 15:33:30 +01:00
reaperrr
e167d1f848 Add plumbing to make Turn uninterruptible 2018-07-01 15:33:30 +01:00
reaperrr
c93333a816 Cache IFacing in Turn activity
Instead of looking it up every tick.
2018-07-01 15:33:30 +01:00
reaperrr
96377a99c4 Fix losing a tick when next Move.ChildActivity is Turn
While the first tick of the MoveFirstHalf child would run at the parent Move tick (see 2nd-to-last line in Move.Tick), this was not the case for Turn.
As a result, this Move tick would get wasted if a Turn was necessary, which at least contibuted to that visible jerk at the end of each L-turn (actors usually don't have the exact facing needed for the next move at the end of an L-turn).
2018-07-01 15:33:30 +01:00
Paul Chote
1ac13de4b2 Remove byte order marks from C# files. 2018-07-01 11:08:32 +02:00
Paul Chote
8c0f4fde81 Fix newlines in C# files. 2018-07-01 11:08:32 +02:00
Paul Chote
10aaa8eea8 Cancel Rearm activity when the host goes away.
This also ensures that the first reload tick always
takes the correct amount of time.
2018-05-30 18:17:37 +02:00
teinarss
dcc11c7a41 Added HpPerStep to Repairable for enable repair speed to be changed per unit. 2018-05-14 19:56:35 +02:00