geckosoft
af3e734561
Changed: HackyAI uses AttackMove now instead of Move
2010-11-13 17:42:14 +13:00
geckosoft
1ac61c5e3e
Changed: AttackMove actually works
2010-11-13 17:40:38 +13:00
geckosoft
5d3622b79d
Removed: Unused AttackMoveInteraction
2010-11-13 17:39:58 +13:00
geckosoft
b3ddf1ae86
Changed: Rendering of the colored shape (adds a shadow + resizes the shape on larger actors)
2010-11-13 17:39:34 +13:00
geckosoft
17770631a2
Added: Rendering of 'SelectionColor'ed shapes at top left of the selection rectangle (using a simple format to define shapes)
2010-11-13 17:38:47 +13:00
geckosoft
05f6958286
Changed: From running on the local player, to running on all players
2010-11-13 17:38:41 +13:00
geckosoft
bd9c748b17
Fixed: SurrenderOnDisconnect (needs testing
2010-11-13 17:33:16 +13:00
geckosoft
6b40abb58c
Implemented: Stances
...
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00
geckosoft
6d67ab2240
Changed: Attack-move now only triggers when you use 'a' without any modifier
2010-11-13 17:08:46 +13:00
geckosoft
8b3512e2f1
Changed: Build palette hotkeys cannot be triggered anymore when used together with a modifier
2010-11-13 17:08:30 +13:00
geckosoft
5b71bee4c8
Added: ISelectionColorModifier
2010-11-13 17:08:00 +13:00
Bob
75e7124af0
oops
2010-11-13 17:07:48 +13:00
geckosoft
9ad55d5e28
Changed: AttackMoveInteraction now uses a + the 'right' mouse button to do an attack-move (extra nice thing => it wont lose focus of the selected units!)
2010-11-13 17:04:27 +13:00
geckosoft
9e93edf336
Changed: Made GenericSelectTarget & GenericSelectTargetWithBuilding more generic (now it accepts an optional 'expected' mouse button) default => left (as it was hardcoded)
2010-11-13 17:03:24 +13:00
geckosoft
5608756a24
Moved: AutoAttack key handling out of core => RA
...
Added: AttackMoveInteraction to RA & CNC rules
2010-11-13 17:02:48 +13:00
geckosoft
ebca421856
Moved: BaseBuilding out of core => RA
...
Implemented: INotifyKeyPress for World traits (to respond on key pressed)
Moved: GotoNextBase (backspace key) out of core => RA
Added: GotoNextBase trait to both RA & CNC
2010-11-13 17:01:35 +13:00
Bob
22e61a5700
refactor QueueAttack -> GetAttackActivity
2010-11-13 16:42:13 +13:00
Bob
7306de3730
make attacks queuable
2010-11-13 15:53:10 +13:00
Bob
10ed3db71d
made all orders queuable
2010-11-13 15:53:08 +13:00
Bob
04e05d9aed
remove the default impl of QueueAttack; implement it in AttackFrontal and AttackLeap
2010-11-13 14:59:33 +13:00
Chris Forbes
caae95f12e
make Server.Server public so it works.
2010-11-10 11:34:37 +13:00
Paul Chote
dfa14f16d3
Move ServerTraits into Mods.
2010-11-10 10:30:26 +13:00
Paul Chote
8e007131c9
Define ServerTraits in mod.yaml
2010-11-10 10:30:26 +13:00
Paul Chote
ed4c588701
Allow custom commands to be parsed when the player is in a ready state.
2010-11-10 10:30:26 +13:00
Paul Chote
d33806e932
More refactoring
2010-11-10 10:30:25 +13:00
Paul Chote
e83838e9ff
Pass the client into InterpretCommand
2010-11-10 10:30:25 +13:00
Paul Chote
b77dcd476c
Pull the master server communication into a ServerTrait
2010-11-10 10:30:25 +13:00
Paul Chote
836b3a598b
Pull out potentially mod-specific player join code (slightly bogus, will fix properly later)
2010-11-10 10:30:25 +13:00
Paul Chote
967b16fc0e
Pull LoadMap out of the server
2010-11-10 10:30:25 +13:00
Paul Chote
ee3437d0f6
Pull the traits into their own files
2010-11-10 10:30:25 +13:00
Paul Chote
e20c736e3f
Handle server orders in their own traits - needs further refactoring
2010-11-10 10:30:25 +13:00
Paul Chote
a98d20ea72
Start hacking on a server traits model
2010-11-10 10:30:25 +13:00
Paul Chote
38486e8184
Move some mod-specific UI code out of Game
2010-11-10 10:30:25 +13:00
Paul Chote
047a09bbbd
Excise previous server extensions code
2010-11-10 10:30:24 +13:00
Paul Chote
d55e58ea1c
Map Tweaks: Remove algernon, remove hospital on chokepoint, fix broken water tiles on wargames.
2010-11-09 23:22:34 +13:00
Paul Chote
17afe80a54
Included attribution
2010-11-09 21:44:58 +13:00
Paul Chote
42bf568d80
Use Blast to decrypt data on extraction.
2010-11-09 21:17:09 +13:00
Paul Chote
50157c43de
Port Blast from zlib/contribute to c#
2010-11-09 20:10:51 +13:00
Paul Chote
41988a1298
Save PackageEntries into the index so the compressed data can be extracted.
2010-11-09 14:33:02 +13:00
Paul Chote
86058ec19f
Initial IFolder Installshield (.Z) package impl. Parses the package header/toc and prints a file list.
2010-11-09 13:29:37 +13:00
Paul Chote
356c750b23
Refactor Package -> MixFile; group filesystem related classes in FileFormats.
2010-11-09 11:02:13 +13:00
Bob
26cbb9d9c6
fix wrong output in Order.ToString
2010-11-07 21:17:11 +13:00
Chris Forbes
4a0b78c1e6
make all other engine widgets public, for Gecko
2010-11-07 17:16:51 +13:00
Bob
fcb7c845ba
adjust Mobile so that it also can't double-add to uim
2010-11-07 17:16:17 +13:00
Bob
12f9c0bce9
fix uim-crate crash
2010-11-07 17:16:14 +13:00
Bob
47ed79b912
rename some of Mobile's Activity-builders
2010-11-07 17:16:11 +13:00
Chris Forbes
a265d11a5f
make JoinServer public [at Gecko's request]
2010-11-07 08:41:16 +13:00
Bob
8a96c5f7b5
fix infantry entering buildings
2010-11-06 22:27:28 +13:00
Chris Forbes
5e5456191c
fix missing assembly reference FileFormats -> System.Windows.Forms in makefile
2010-11-06 20:33:12 +13:00
Chris Forbes
aae7f56e7d
extend RevealMapCrateAction to optionally reveal for allies
2010-11-06 20:18:18 +13:00