Commit Graph

3564 Commits

Author SHA1 Message Date
reaperrr
a17af87a5e Fix aircraft with TakeOffOnCreation=false not freeing exit
...when another actor gets produced.
2022-02-06 19:20:29 +01:00
reaperrr
44fc4a1d0f Fix random placement of AssociateWithAirfieldActivity
It doesn't belong to IMove, so it doesn't belong into that region.
Put it near ICreationActivity where it belongs.
2022-02-06 19:20:29 +01:00
RoosterDragon
2ab3917f29 Clean up usage of DomainIndex
- When a path search is being performed the path search will not attempt route to inaccessible cells, so domain index checks to avoid inaccessible cells in the search predicate are redundant and can be removed.
- DomainIndex is a required world trait, so we don't need to use TraitOrDefault and therefore can avoid dealing with the null case.
2022-01-30 16:22:26 +01:00
Matthias Mailänder
4b4b0125a2 Make UnitsInRange accessible to mod code. 2022-01-30 11:56:43 +01:00
Matthias Mailänder
240c96b781 Expose sprite sequence to linting and documentation. 2022-01-30 11:56:43 +01:00
RoosterDragon
6dc189b7d1 Rearrange various API surfaces related to pathfinding.
The existing APIs surfaces for pathfinding are in a wonky shape. We rearrange various responsibilities to better locations and simplify some abstractions that aren't providing value.

- IPathSearch, BasePathSearch and PathSearch are combined into only PathSearch. Its role is now to run a search space over a graph, maintaining the open queue and evaluating the provided heuristic function. The builder-like methods (WithHeuristic, Reverse, FromPoint, etc) are removed in favour of optional parameters in static creation methods. This removes confusion between the builder-aspect and the search function itself. It also becomes responsible for applying the heuristic weight to the heuristic. This fixes an issue where an externally provided heuristic ignored the weighting adjustment, as previously the weight was baked into the default heuristic only.
- Reduce the IGraph interface to the concepts of nodes and edges. Make it non-generic as it is specifically for pathfinding, and rename to IPathGraph accordingly. This is sufficient for a PathSearch to perform a search over any given IGraph. The various customization options are concrete properties of PathGraph only.
- PathFinder does not need to deal with disposal of the search/graph, that is the caller's responsibility.
- Remove CustomBlock from PathGraph as it was unused.
- Remove FindUnitPathToRange as it was unused.
- Use PathFinder.NoPath as the single helper to represent no/empty paths.
2022-01-30 11:47:52 +01:00
abcdefg30
2af8296f48 Add the possibility to always show detection circles 2022-01-30 11:41:02 +01:00
abcdefg30
7c085e49c7 Cache DetectCloaked traits in RenderDetectionCircle 2022-01-30 11:41:02 +01:00
Ivaylo Draganov
7a93b9ea8c Make control group hotkeys configurable
- Split control groups management to its own interface
- Add hotkeys for selecting, creating, adding to and combining with control groups
- Add a ControlGroups widget to manage the player interaction
2022-01-28 18:38:18 +01:00
Gustas
2f130b17ba Fix buildable overlay not updating and make ramps unbuildable 2022-01-23 22:37:02 +01:00
penev92
ab09ce21b4 Changed code to use object initializers everywhere 2022-01-23 13:14:57 +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
penev92
0d24ccc47a Fixed unnecessary zero-length array allocations
Changed all currently present zero-length array allocations in the codebase to use `Array.Empty` instead.
2022-01-20 22:10:28 +01:00
dnqbob
242d589c45 Make AI airstrike aircraft spawns randomly 2022-01-17 15:43:20 +01:00
Mustafa Alperen Seki
d149624b84 Add Lua Scripting for Carryall. 2022-01-12 14:24:13 +01:00
Mustafa Alperen Seki
fe05382b24 Change "actor id" to "actor name" in some descs. 2022-01-09 19:02:05 +01:00
Mustafa Alperen Seki
3c60a515f7 Add CarryableConditions to Carryall. 2022-01-09 19:02:05 +01:00
Mustafa Alperen Seki
721210eafe Fix RevealsMap's effect not being removed for non-owners. 2022-01-09 18:53:16 +01:00
Matthias Mailänder
cdac14b92b Avoid duplicate field. 2022-01-06 16:10:49 +02:00
Matthias Mailänder
ff20c1c59d Avoid unnecessary variable assignment. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
2c5f1f343f Code style. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
b147da388a Mark fields readonly. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
4a60d56753 Add a lint tag and documentation. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
9d905d8291 Remove unused parameters and variables. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
07815143f1 Fix CA1825 warnings on empty array initialisation. 2021-12-06 13:19:28 +01:00
RoosterDragon
727084c5fc Run spell check over solution 2021-12-05 19:23:43 +01:00
Matthias Mailänder
b3d290edd9 Rename support power field for consistency. 2021-12-05 14:56:01 +01:00
Matthias Mailänder
5eaba4f893 Unhardcode AI defensive priorities. 2021-12-05 13:17:32 +01:00
Matthias Mailänder
e82aa9977e Unhardcode AI air units and exclude scripted aircraft. 2021-12-05 13:17:32 +01:00
Matthias Mailänder
c9022bcb73 Add support for superweapon detected sounds. 2021-12-05 13:02:15 +01:00
RoosterDragon
137d384304 Remove path caching.
The path cache was originally a moderate benefit, but over time a couple of things have conspired against it:

- Only paths with BlockedByActor.None are cached. Originally all paths regardless of blocking were cached but this was deemed unacceptable due to potentially returning outdated paths as actors move about. Paths with BlockedByActor.None are only invalidated if terrain conditions change, which are rarer.
- Move will try and find a path 4 times, trying with a different BlockedByActor check each time. BlockedByActor.None is the last check and only reached if the other searches fail. This is a rare scenario.

Overall, this means the hit rate for the cache is almost non-existent. Given the constraints on path validity it seems unlikely that the hit rate could be improved significantly, therefore it seems reasonable to remove the cache entirely to remove the overhead of cache management.
2021-11-29 01:03:14 +01:00
RoosterDragon
f0e24f6d21 Make knowledge of height discontinuities live in Locomotor not PathGraph. 2021-11-21 17:52:12 +01:00
RoosterDragon
290ed17c9d Adjust some naming and order of parameters in CellInfo
- Make Status the first field.
- Rename EstimatedTotal to EstimatedTotalCost to make it clearer it has the same unit as the CostSoFar field.
- Rename PreviousPos to PreviousNode as node terminology is a better match for usage.
2021-11-20 12:13:42 +01:00
Matthias Mailänder
98b25ddd5e Check for dead actors when searching for exits. 2021-11-18 20:52:05 +01:00
RoosterDragon
dd9d600ef9 Change GetCustomMovementLayers to expose an array, not a dictionary.
As there are few custom movement layers, using an array is good for improving lookup speed. Additionally, we can simplify some code by reserving index 0 of the array for the ground layer. Code that needs to maintain a state for the ground layer and every custom movement layer can now maintain a flat array of state using index 0 for the ground layer, and the the ICustomMovementLayer.Index for the custom movement layer. This removes a lot of ternary statements checking for the ground layer special case.
2021-11-13 12:15:48 +00:00
Matthias Mailänder
9b1cec7712 Add support for gapless looping music. 2021-11-11 23:49:54 +01:00
Gustas
c5a6577cee Fix production scalling 2021-11-05 00:01:21 +01:00
abc013
311b6fcd83 Don't count actors owned by noncombatant players to kills statistic 2021-10-29 21:07:06 +02:00
Oliver Brakmann
be4466115d Do not update countdown label unless there is a timelimit 2021-10-26 16:40:47 +02:00
abc013
0898655175 Fix radar preview not updating when editing actor owner 2021-10-24 22:54:10 +02:00
penev92
f056cbba13 Added a bunch of TraitLocationAttributes
Also moved a few traits to their proper subfolders.
2021-10-16 20:52:50 +02:00
penev92
8ba6d13b2f Removed unused using directives 2021-10-15 13:12:33 +02:00
RoosterDragon
df9398a871 Use named pathfinding constants.
- Rename CostForInvalidCell to PathCostForInvalidPath
- Add MovementCostForUnreachableCell
- Update usages of int.MaxValue and short.Maxvalue to use named constants where relevant.
- Update costs on ICustomMovementLayer to return short, for consistency with costs from Locomotor.
- Rename some methods to distinguish between path/movement cost.
2021-10-10 17:09:38 +02:00
Ivaylo Draganov
091d756c14 Change lobby options description to make sense in both disabled and enabled state 2021-10-09 08:43:28 -05:00
RoosterDragon
3a020e96fe Update ICustomMovementLayer to not depend on actor for costs.
No implementations require the actor.
2021-10-02 21:47:24 +01:00
abcdefg30
d370cb48c5 Remove unreachable code in TransformsIntoTransforms 2021-10-02 21:34:51 +01:00
Matthias Mailänder
a2a668077c Refactor RandomDelay:
Allow different types of random
and reflect other use cases by renaming.
2021-10-02 20:17:03 +02:00
RoosterDragon
3a7aeb5324 Ensure TargetLineRenderable width and marker size don't get lost.
By making the constructor take non-optional parameters, this highlights some calls sites which were forgetting to set these values. These are now fixed.

Set the path debug to have a marker size of 2 for better visibility.
2021-10-02 12:14:54 +01:00
Vapre
9d4d4bb924 Locomotor, PathGraph, trivial optimizations. 2021-10-01 22:21:47 +02:00