Spawn generation generally tries to place spawns:
- In spacious areas
- Away from the center (true center or mirror lines)
- Away from a symmetry-projected spawn
- Away from previously placed spawns
This commit introduces the following adjustments:
- The spacing between sequentially placed spawns is relaxed.
- Fix spawn mines contributing too much to the space reservation.
- Factor rotations into anti-center biasing calculation.
- Preserve spacing information in center space fallback decisions.
- Use a linear (instead of binary) falloff for anti-center biasing.
- Enforce that spawns have a minimum buildable area around them.
- Enforce that symmetry-projected spawns have as much separation as
sequentially placed spawns would.
- Allow spawns on or near roads.
Reorders and groups selective clearing of the resource placement plan to
-int.MaxValue to avoid subsequent code from inappropriately trying to
use it in arithmetic, which may just underflow to some completely wrong
value and lead to resources in illegal places.
Removes all use of floating point from the RaMapGenerator map generator
and its dependencies.
Floating point behavior is potentially non-portable across client
hardware. Removing them should make the map generation logic
consistent even across clients with different floating point hardware
or compiler behavior. This may be useful for sync-safe multiplayer map
generation where clients independently generate the map from settings.
Most previously fractional public-facing settings are now represented
as numbers out of 1000, with some exceptions using 1000000. Most
internal logic which relies on fixed-point concepts now uses 1024ths,
though some floating point mechanisms have been replaced with
alternative discrete approximations (e.g. gaussian to binomial).
Adds map generator support for CnC (all tilesets), largely on par with
RA.
Most tilesets do not have a complete set of beach templates and
therefore do not support terrain settings involving water. DESERT is the
only tileset supporting water. Unlike in RA, water is not playable space
in CnC (no naval units), so only terrain settings with small bodies of
water are available.
Most changes are configuration (tileset and map generator config), with
just a small number of code changes.
Updates the random map generator to produce more elaborate roads:
- Roads extend beyond map bounds.
- Shorter, unviable roads are pruned and merged to create longer roads.
- Roads can loop.
Add an experimental procedural map generator for the Red Alert mod,
along with supporting code that may assist in the development of map
generators for other mods.
Map generation may be accessed as a tool in the Map Editor. This change
does not presently introduce direct lobby options for generated maps.
Features:
- Terrain with land, water, beaches, cliffs, roads, debris, and trees.
- Placement of mpspawns, neutral buildings, and resources.
- Rotational and mirror symmetry options.
- Various configurable parameters with presets.
- Deterministic with configurable seed.
- Performant.
Account for per-actor production (e.g. ProductionQueue) and per-player production (e.g. ClassicProductionQueue). This requires resolving the Production and ProductionQueue traits on both the producing actor, and the owning player actor.
When setting rally points, check the actor didn't die first.
Since AddCellsToPlayerShroud only adds for players with a valid relationship, we can skip a dictionary lookup in RemoveSource by only attempting the remove if the relationship check passes as well.
This allows actor.Info.HasTraitInfo to be used when checking if an actor needs to be added to the index, which is a cheaper call than actor.TraitsImplementing.
When a move is made where the source and target locations are the same and no actual moving is required, a path of length 0 is returned. When a move cannot be made as there is no valid route, a path of length 0 is also returned. This means Move is unable to tell the difference between no movement required, and no path is possible. Currently it will hit the `hadNoPath` case and report CompleteDestinationBlocked.
To fix the scenario where the source and target location match, track a alreadyAtDestination field. When this scenario triggers, report CompleteDestinationReached instead.
This fixes activities that were using this result to inform their next actions. e.g. MoveOntoAndTurn would previously cancel the Turn portion of the activity, believing that the destination could not be reached. Now, it knows the destination was reached (since we are already there!) and will perform the turn.
Fixes a regression from 2c435c0506 - where the support actors must be able to path to the base actor in order to prevent them from spawning in isolated areas. If the base actor is immovable, they cannot path onto it because the base actor blocks them, so no support actors will spawn.
Fix this by allowing the support actors to path back to any cell adjacent to an immovable base actor, rather than requiring them to be able to path to its location directly.