Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
997216aef0
Use CellLayer for terrain.
2014-06-27 22:07:02 +12:00
Paul Chote
ce331a28e8
Use CellLayer for custom terrain.
2014-06-27 22:07:02 +12:00
Pavlos Touboulidis
092352729f
Change terrain type from string based dictionaries to arrays
2014-06-13 11:20:54 +03:00
Paul Chote
4935266945
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-17 01:20:47 +12:00
Matthias Mailänder
83915eefb4
completely destroy long bridges in a chain reaction
2013-12-26 21:23:23 +01:00
Matthias Mailänder
c78a856894
C4 demolishable bridges
2013-12-26 21:22:47 +01:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
b6a033eef5
Remove obsolete IRenderAsTerrain.
...
This removes the technical limitation preventing
FrozenUnderFog on bridges.
2013-08-15 18:12:49 +12:00
Paul Chote
387ac04d9f
Split tileset artwork loading out of TileSet.
...
This simplifies terrain loading and allows for
non-square tiles in game.
The editor still relies on the old code for now.
2013-08-14 23:08:17 +12:00
Paul Chote
be7fc57cdd
Introduce IRenderable.IsDecoration and AsDecoration.
...
These are used to filter *Renderables that shouldn't
be copied for things like highlight or shadow.
2013-08-10 22:25:05 +12:00
Paul Chote
048bed0a5e
Rename ITeleportable -> IPositionable.
2013-07-21 17:35:41 +12:00
Paul Chote
ecc119cb29
Combine IHasLocation -> IOccupySpace, IMove -> ITeleportable.
2013-07-21 17:33:32 +12:00
Andrew Aldridge
3fed98fcb1
Add support for bridge construction
...
Each movement class is given a crude transientDomain graph. Whenever a bridge state
changes, the domain index rebuilds the relevant cells, setting its domain and creating
a transient domain connection.
This graph is searched as a fallback if the straightforward domain comparison is false.
Behavior needs to be double-checked, and ideally destructing connections would be supported,
but so far performance and behavior on allies-02 seems good.
2013-07-12 09:40:59 -04:00
Paul Chote
0e1c12131a
Generalize SheetBuilder overflow behavior.
2013-06-15 19:16:07 +12:00
Paul Chote
85056e1c6c
Convert bridges to world coordinates.
2013-05-17 18:12:28 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
d878c96343
Change Renderable to take centered positions.
2013-05-17 18:12:26 +12:00
Paul Chote
891158ca44
Allow SheetBuilder to throw an exception on sheet overflow.
...
This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
115da5c770
Make bridges repairable.
2013-04-15 23:11:21 +12:00
Paul Chote
f890ea010e
Pass WorldRenderer to RenderAsTerrain for palette lookup.
2013-02-26 09:24:43 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
a5547eac97
fix typo in Bridge
2011-10-19 10:11:18 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Curtis S
6f70b113c8
Fix #1132 ; Infantry/Husks don't stay above water when bridge beneath is destroyed
2011-08-30 20:58:57 -06:00
Chris Forbes
2a08b28094
remove need for #pragma in Bridge.cs
2011-07-16 00:05:44 +12:00
Paul Chote
65f1427bf2
Fix some other bogus bits in Bridge
2011-06-21 20:35:19 +12:00
Paul Chote
d4baf2d757
Refactor UnitInfluence trait -> world.ActorMap
2011-05-22 19:32:53 +12:00
Chris Forbes
d86e0ec522
rename ITraitPrerequisite<T> to Requires<T>
2011-05-04 18:02:35 +12:00
Paul Chote
794dcac4d2
Create INotifyDamageStateChanged for nearly everything else that used INotifyDamage.
2011-04-16 11:51:34 +12:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
dcec748911
fix #436 bridges in wrong place in render sequence
2010-12-20 19:43:25 +13:00
Paul Chote
fd34f2ba99
Fix #225 and some other uses of a.IsInWorld / a.IsDead()
2010-10-08 10:56:50 +13:00
Chris Forbes
83eae029b7
add explicit Z to Renderable. eating my hat, etc.
2010-09-17 20:21:21 +12:00
Bob
0e16aa339d
move SheetBuilder singleton onto ModData
2010-08-21 17:44:06 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Chris Forbes
551814fc32
fix crash when a bridge is destroyed, and has a husk on it.
2010-08-06 21:02:46 +12:00
Paul Chote
bc93e8cac0
Health as an ActorInit
2010-08-02 20:12:04 +12:00
Paul Chote
8528c5d3a3
Correct the ordering on DamageState
2010-07-30 22:24:43 +12:00
Paul Chote
4cf0610fd9
Change DamageState names
2010-07-30 22:24:43 +12:00
Paul Chote
1459ec483c
Rename ExtendedDamageState -> DamageState
2010-07-30 22:24:43 +12:00
Paul Chote
028c5b5201
Merge the two DamageState types
2010-07-30 22:24:43 +12:00
Chris Forbes
ef92e004c0
set the correct template on destroying long bridges
2010-07-30 18:48:59 +12:00
Chris Forbes
d6b8b327d9
fix Bridge init
2010-07-30 18:24:12 +12:00
Paul Chote
6fba888d45
Shift Actor.Health onto a trait.
...
Known regressions:
- cnc only
- health bar colors
- can't repair buildings
2010-07-30 00:33:44 +12:00
Paul Chote
d21e9fe093
Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.
2010-07-22 22:22:53 +12:00
alzeih
3f9ffbac80
smite some compiler warnings, hide those that are to stay.
...
Hide some makefile output too
2010-07-22 01:39:44 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00