Commit Graph

220 Commits

Author SHA1 Message Date
RoosterDragon
360f24f609 Fix IDE0055
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
2023-11-16 08:45:10 +02:00
RoosterDragon
4dd787be13 Fix RCS1061 2023-11-10 10:38:41 +02:00
Oliver Brakmann
4cc9b1be2b Allow actors to target terrain without force-fire 2023-10-24 22:13:43 +03:00
Gustas
4dec79a5fb Fix Armament not working properly with value 0 in BurstDelays 2023-09-23 14:33:27 +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
3275875ae5 Fix CA1851 2023-08-20 20:41:27 +02:00
RoosterDragon
f336a956cf Fix CA1012 2023-06-20 17:57:40 +02:00
RoosterDragon
f4af5c1764 Fix CA1852 2023-06-06 11:51:47 +03:00
Vapre
7c0f6ead3a ActorMap, avoid IPositionable trait lookup. 2023-06-03 13:41:14 +02:00
dnqbob
a65bb17d68 Cache the notifyAttacks in AttackGarrisoned 2023-05-09 22:49:41 +02:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
RoosterDragon
bd2b3d9793 Fix IDE0074 2023-04-08 16:51:51 +03:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
Gustas
f7286b525c Move AbortOnResupply from AttackAircraft to AttackFollow 2022-11-17 20:42:47 +01:00
dnqbob
583d85cc2e Allow weapons with no damage warheads to be fired 2022-10-30 14:38:16 +01:00
notsinned
5242716887 Fix for turret following invisible unit
Fixed turret tracking invisible units after being attacked

Fix for turret following invisible unit

Fix for turrent following invisible unit
2022-10-30 14:08:29 +01:00
abcdefg30
d8349a429a Remove unnecessary uses of Exts.IsTraitEnabled 2022-10-14 13:50:57 +03:00
abcdefg30
d830bca706 Fix force fire opportunity targets not being persisted properly 2022-08-06 15:38:46 +02:00
abcdefg30
5f86f56bed Reduce code duplication in AttackFollow 2022-08-06 15:38:46 +02:00
abcdefg30
0134f63f4d Fix actors with AttackFollow moving away from their targets on amove 2022-08-06 15:38:46 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Eduardo Cáceres
2677e9c013 Use pattern matching 2022-05-18 11:42:36 -05:00
Eduardo Cáceres
7eb64ea6fc Use read-only autoimplemented property when possible 2022-05-18 11:42:36 -05:00
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
abcdefg30
889425ab0f Remove AttackFrontal's FacingTolerance and define it explicitly in rules 2022-03-13 11:16:47 +01:00
penev92
bf332b6619 Fixed fields missing the readonly modifier 2022-01-22 18:47:06 +00:00
penev92
d37336456d Fixed inconsistent declaration modifier order 2022-01-20 22:10:28 +01:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
abcdefg30
121959efe4 Update the Desc of AttackBase.FacingTolerance 2021-05-04 10:44:23 -05:00
Matthias Mailänder
bbbed49f82 Add a lint check for cursor definitions. 2021-03-20 17:37:16 +01:00
reaperrr
503e706d45 Check for IsReloading in HasAnyValidWeapons
For Attack*.CanAttack().

Allows us to drop the additional check for armaments with ammo.
2021-03-14 12:28:54 +00:00
reaperrr
a1f974bd40 Save Mobile trait look-up in AttackBase 2021-03-14 12:28:54 +00:00
reaperrr
2473b8763b Rename methods/activities with Visual in them
While they may be only 'visual' in terms of influence/cell grid,
they all do update CenterPosition, which is essentially the
actual world position of the actor.
'Visual' would imply that it only affects the position where the
actor is drawn, which is inaccurate.
Furthermore, using the term 'Visual' here would make
naming future methods/properties related to visual interpolation
unnecessarily complicated, because that's where we might
need a real 'Visual(Only)Position'.
2021-03-08 11:19:11 +01:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
Paul Chote
fb0031d34a Rename remaining Stance references to PlayerRelationship. 2021-02-04 23:14:09 +01:00
Paul Chote
82a9809192 Remove RenderSprites.Scale. 2021-01-21 18:22:11 +01:00
abcdefg30
aac3174efc Rename Stances to Relationships in the yaml api 2020-12-11 17:13:02 +01:00
Paul Chote
77ffc20a5f Convert Attack*.FacingTolerance to WAngle. 2020-11-30 16:39:48 +01:00
abcdefg30
10f645bf77 Replace usage of the Stances dict by a method call 2020-11-14 11:04:41 +00:00
abcdefg30
eda9966d27 Rename Stance to PlayerRelationship 2020-11-14 11:04:41 +00:00
teinarss
13581c030d Use in parameter for Target 2020-11-06 22:02:24 +01:00
Curtis Shmyr
8d5ed65feb Remove effective owner check when choosing armament 2020-10-14 19:52:34 +02:00
abcdefg30
9f093da61e Unhardcode the leeway range of AttackFollow 2020-09-11 23:55:57 +02:00
Matthias Mailänder
c48eb572e3 Remove MuzzleSplitFacings and expose MuzzleSequence to testing. 2020-09-01 18:53:43 +02:00
teinarss
8d27d22100 Use discard syntax 2020-08-19 18:11:07 +01:00
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
Paul Chote
6adf45bcb4 Convert IFacing.Facing and TurnSpeed to WAngle. 2020-06-12 18:35:41 +02:00
Ivaylo Draganov
b8a9f41892 Add missing trait descriptions for cursors and unify the language 2020-05-31 00:12:04 +02:00
Paul Chote
c999b2d778 Convert QuantizeFacing to WAngle facings. 2020-05-28 21:23:51 +02:00