Commit Graph

675 Commits

Author SHA1 Message Date
N.N
bb1e830264 Add initial delay for ActorSpawnManager 2023-12-02 11:36:42 +02:00
Gustas
0f5b78442b Extract unit names and descriptions 2023-11-25 16:28:19 +01:00
RoosterDragon
e6914f707a Introduce FirstOrDefault extensions method for Array.Find and List.Find.
This allows the LINQ spelling to be used, but benefits from the performance improvement of the specific methods for these classes that provide the same result.
2023-11-19 19:28:57 +02:00
RoosterDragon
330ca92045 Fix RCS1077 2023-11-19 19:28:57 +02:00
RoosterDragon
b97d1a4c6c Fix IDE0090 2023-11-15 19:13:17 +02:00
RoosterDragon
31c37662cf Play game started audio notifications just as the game starts.
Previously the StartGameNotification and MusicPlaylist traits used the IWorldLoaded interface to play an audio notification and begin music when the game started. However this interface is used by many traits to perform initial loading whilst the load screen was visible, and this loading can take time. Since the traits could run in any order, then audio notification might fire before another trait with a long loading time. This is not ideal as we want the time between the audio notification occurring and the player being able to interact to be as short and reliable as possible.

Now, we introduce a new IPostWorldLoaded which runs after all other loading activity, and we switch StartGameNotification and MusicPlaylist to use it. This allows timing sensitive traits that want to run right at the end of loading to fire reliably and with minimal delay. The player perception of hearing the notification and being able to interact is now much snappier.
2023-11-12 20:18:41 +02:00
RoosterDragon
eb287d9b8d Fix RCS1089 2023-11-10 10:38:41 +02:00
RoosterDragon
9f1ea57d3c Fix RCS1041 2023-10-30 23:31:33 +02:00
RoosterDragon
216758dbc7 Fix Locomotor.CanMoveFreelyInto when using ignoreSelf.
The ignoreSelf flag is intended to allow the current actor to be ignored when checking for blocking actors. This check worked correctly for cells occupied by a single actor. When a cell was occupied by multiple actors, the check was only working if the current actor happened to be the first actor. This is incorrect, if the current actor is anywhere in the cell then this flag should apply.

This flag failing to be as effective as intended meant that checks in methods such as PathFinder.FindPathToTargetCells would consider the source cell inaccessible, when it should have considered the cell accessible. This is a disaster for performance as an inaccessible cell requires a slow fallback path that performs a local path search. This means pathfinding was unexpectedly slow when this occurred. One scenario is force attacking with a group of infantry sharing the same cell. They should benefit from this check to do a fast path search, but failed to benefit from this check and the search would be slow instead.

Applying the flag correctly resolves the performance impact.
2023-10-30 11:33:54 +02:00
Paul Chote
a3c0cee2cc Fix IRenderPostProcessPass texture unit binding. 2023-10-25 12:28:24 +03:00
Paul Chote
47af7a9023 Add IPostProcessWorldShader for custom effect render passes. 2023-10-22 19:34:05 +03:00
RoosterDragon
b7e0ed9b87 Improve lookups of nodes by key in MiniYaml.
When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:

// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");

// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();

// Lookup a single key in the dictionary.
var node = dict["SomeKey"];

To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.

Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
2023-09-23 14:31:04 +02:00
Matthias Mailänder
f428a44bfc This is not just about difficulty. 2023-08-28 23:34:48 +03:00
RoosterDragon
93a97d5d6f Fix CA1851, assume_method_enumerates_parameters = true 2023-08-20 20:41:27 +02:00
RoosterDragon
3275875ae5 Fix CA1851 2023-08-20 20:41:27 +02:00
Matthias Mailänder
c609c4af14 Extract text feedback messages. 2023-08-19 20:46:04 +03:00
Matthias Mailänder
1899eed839 Add localisation support to transient lines. 2023-08-19 20:46:04 +03:00
RoosterDragon
a1dfb42812 Fix IDE0251 2023-08-11 15:51:53 +02:00
RoosterDragon
285443f10f Fix CA1310, CA1311 2023-08-07 21:38:09 +02:00
RoosterDragon
d83e579dfe Fix CA1305 2023-08-07 21:38:09 +02:00
RoosterDragon
949ba589c0 MiniYaml becomes an immutable data structure.
This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time.

The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
2023-08-07 21:57:10 +03:00
Gustas
a84b7591f6 Fix invalid color adjuster not considering saturation and V as mutable 2023-07-26 20:00:54 +02:00
Gustas
9d8f0634b1 Revert color validator 2023-07-26 20:00:54 +02:00
RoosterDragon
58e8b123db Avoid some allocations during loading.
- In FieldLoader, cache boxed bools and some boxed ints.
- In FieldLoader, presize collections when parsing a List, HashSet or Dictionary.
- In FieldLoader, don't allocate a list of missing items until required.
- In FieldLoader, when a string value is passed, avoid wrapping this in a MiniYaml object by allowing both strings and yaml to be passed in the GetValue overload that does the real work.
- In Animation, avoid allocating no-op actions.
- In VxlReader, use EnsureCapcity to better size the Dictionary.
- In VxlReader change VxlElement to a struct.
- In Locomotor, presize TerrainSpeeds dictionary.
2023-07-16 23:21:20 +02:00
RoosterDragon
231bf01f18 Fix CA1854 2023-06-20 17:57:40 +02:00
RoosterDragon
f4af5c1764 Fix CA1852 2023-06-06 11:51:47 +03:00
RoosterDragon
277699cbd5 Fix CA1822 2023-06-06 11:51:47 +03:00
Vapre
7c0f6ead3a ActorMap, avoid IPositionable trait lookup. 2023-06-03 13:41:14 +02:00
Vapre
d72b1ffd49 ActorMap, do not look up influence node up to three times in cell layer. 2023-06-03 13:06:38 +02:00
Matthias Mailänder
c9dddc342c Extract editor brush texts. 2023-05-23 19:45:15 +02:00
Matthias Mailänder
65c0cf1065 Deprecate string format shorthand. 2023-05-05 19:03:09 +02:00
Matthias Mailänder
1c2ce0dcc0 Deprecate string format log shorthand. 2023-05-05 19:03:09 +02:00
Gustas
44f1af7059 Move TileScale to MapGrid 2023-05-02 16:37:30 +03:00
Matthias Mailänder
4f7a01a291 Localize difficulty settings. 2023-04-25 21:33:02 +03:00
Matthias Mailänder
68eec52cef Add TranslationProvider 2023-04-22 19:23:41 +02:00
Gustas
a065e6a47c Fix map level lobby options not being translated 2023-04-22 19:23:41 +02:00
Gustas
3ca2bb1d23 Fix IDE0074, SA1316 and followup CS8141 2023-04-09 10:26:04 +01:00
Gustas
d838d08570 Add IColorPickerManagerInfo interface 2023-04-08 18:05:20 +03:00
darkademic
265f915442 Resurrected old colour picker. 2023-04-08 18:05:20 +03:00
RoosterDragon
14c0d011ea Fix SA1414 2023-04-08 16:51:51 +03:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
RoosterDragon
164abfdae1 Fix IDE0083 2023-04-08 16:51:51 +03:00
RoosterDragon
023d80b94d Fix IDE0057 2023-04-08 16:51:51 +03:00
RoosterDragon
5254348819 Fix IDE0056 2023-04-08 16:51:51 +03:00
RoosterDragon
4ec5a4b34a Fix reversed path searches from inaccessible locations.
The Harvester trait and MoveAdjacentTo activity called the pathfinder but had a single source and multiple targets. The pathfinder interface only allows for the opposite: multiple sources and a single target. To work around this they would swap the inputs. This works in most cases but not all cases. One aspect of asymmetry is that an actor may move out of an inaccessible source cell, but not onto an inaccessible target cell.

Searches that involved an inaccessible source cell and that applied this swapping method would therefore fail to return a path, when a valid path was possible. Although a rare case, once good way to reproduce is to use a production building that spawns actors on inaccessible cells around it, such as the RA naval yard. A move order uses the pathfinder correctly and the unit will move out. Using a force attack causes the unit to use the broken "swapped" mechanism in MoveAdjacentTo and it will be stuck.

This asymmetry has been longstanding but the pathfinding infrastructure only sporadically accounted for it. It is now documented and applied consistently. Create a new overload on the pathfinder trait that allows a single source and multiple targets, so callers have an overload that does what they need and won't be tempted to swap the positions and run into this issue.

Internally, this requires us to teach Locomotor to ignore the self actor when performing movement cost checks for these "in reverse" searches so the unit doesn't consider the cell blocked by itself.
2023-04-07 16:38:37 +01:00
penev92
7a4ac01348 Changed SequenceReferenceAttributes to use nameof 2023-03-24 18:51:36 +01:00
penev92
6dda4fa9f7 Fixed BuildableTerrainOverlay ignoring scale 2023-03-24 18:51:36 +01:00
RoosterDragon
98c4eaca83 Fix IDE0032 2023-03-14 13:41:25 +02:00
Paul Chote
7cd4272350 Access sequences from Map. 2023-03-10 20:11:33 +02:00
RoosterDragon
939f715e3c Fix IDE0053 2023-03-07 13:18:13 +02:00