Commit Graph

67 Commits

Author SHA1 Message Date
Paul Chote
43159a0e05 Remove RepairIndicator dependence on target RenderSimple.
This also fixes the case where the building palette doesn't
match the indicator, and saves 2 trait lookups per tick.
2013-02-25 21:12:01 +13:00
Kenny
f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
cd1a29f1ea repair cost is always at least 1 per tick 2012-09-23 17:37:35 +12:00
Chris Forbes
f984934270 add Building.Locked, and Lock()/Unlock() conveniences 2012-09-13 07:05:58 +12:00
Matthias Mailänder
7a578a0679 notifications (formerly EVAalerts) centralized and race specific
outsourced into notifications.yaml
triggered with PlayNotification(...)

(v2: less redundant code for PlayVoice/Notifications)

added harvester under attack and battlecontrol terminated
2012-07-01 14:39:30 +12:00
Matthias Mailänder
ed6a625c69 nonstandard build time value for a cnc classic mod fixes #2164
remove the testcase in structures.yaml if unwanted for cnc mod
2012-06-28 13:10:41 +12:00
James Dunne
9c49143534 New types for cell and pixel coordinate position/vectors. 2012-06-21 15:36:59 -05:00
Chris Forbes
c34b254fd8 stop repairing a building if we don't like its owner (fixes interaction with capture) 2011-12-31 10:50:18 +13:00
Chris Forbes
45c41b6696 allow building repair always 2011-11-24 15:23:08 +13:00
Chris Forbes
6cb8ee1f9f expose appropriate *Inits, and make them work in editor 2011-11-06 18:17:13 +13:00
Chris Forbes
cd155b21c9 tidy up some bizarre namespacing 2011-11-04 20:13:41 +13:00
Chris Forbes
cbee1513f3 fix formatting in CanPowerDown 2011-11-04 20:02:09 +13:00
Chris Forbes
bfddbeeb02 fixed #1232 -- bots repair their own damaged buildings 2011-10-31 09:10:01 +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
be9948426c 1078: Added ally repairing for CNC and RA 2011-09-10 16:41:40 -06:00
Curtis S
1d052bbfa2 Powered down buildings now display a "powered off" animation 2011-09-08 20:31:16 +12:00
Chris Forbes
67b4ef3084 #1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements 2011-08-17 07:52:35 +12:00
Chris Forbes
a74fd17d39 remove a Turreted lookup every render for RenderBuildingTurreted 2011-08-15 14:32:10 +12:00
Chris Forbes
1aa80e0377 fix #960 -- HackyAI shouldn't put itself in low power so much. 2011-08-15 14:23:54 +12:00
Paul Chote
19ead53223 Add a WarnCrush method to ICrushable which is called when a crusher begins to enter the cell. 2011-07-15 20:10:21 +12:00
Paul Chote
98ae8c7630 Take ownership into account when determining crushability. Fixes the important half of #951 (tanks crushing your own walls). 2011-07-14 21:00:50 +12:00
Chris Forbes
43d8750aad fixed #728: BuildableInfo.BaseNormal -> GivesBuildableArea 2011-06-28 23:11:20 +12:00
Chris Forbes
3bbcbf4701 fix #772 -- GivesBounty uses Actor.GetSellValue 2011-05-22 20:41:37 +12:00
Chris Forbes
83c80377d0 formatting in Building 2011-05-22 20:39:01 +12:00
Chris Forbes
b3908606c3 remove some silly cost centers in Building 2011-05-22 20:39:00 +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
Chris Forbes
9d7ac73410 pull BuildingInfluence trait lookup out of the inner loop of building placement 2011-05-02 10:47:25 +12:00
Paul Chote
794dcac4d2 Create INotifyDamageStateChanged for nearly everything else that used INotifyDamage. 2011-04-16 11:51:34 +12:00
Paul Chote
1c2574f4f4 Add an INotifyKilled interface, which is what most things that used INotifyDamaged actually cared about. 2011-04-16 10:58:35 +12:00
Paul Chote
fe4fd8cab0 Use MakeAnimation for selling; Support selling non-buildings 2011-04-10 11:03:42 +12:00
Paul Chote
43f81501a8 Split Capturable into its own trait 2011-04-10 10:07:00 +12:00
Paul Chote
b0425aff3b Renormalize line endings and fix copyright headers again. 2011-04-07 21:15:42 +12:00
Chris Forbes
9f3107f642 fix #688 2011-04-06 07:16:54 +12:00
Chris Forbes
708cdcd855 add CashTick to building refunds 2011-03-19 18:58:04 +13:00
Paul Chote
86e8c3974f Fix #611 - prereqs handled by traits. Make both cnc power plants valid for prereqs. 2011-03-17 22:26:28 +13:00
Chris Forbes
a3994df925 queries dies 2011-03-17 22:09:10 +13:00
Chris Forbes
149324ea92 remove most of the crap from queries 2011-03-17 22:09:08 +13:00
Chris Forbes
eba7641125 remove old Sell handler from Building 2011-03-17 22:08:53 +13:00
Chris Forbes
da36ce19e2 fix sellable compile fail 2011-03-17 20:09:43 +13:00
Chris Forbes
4eaa7d5cf2 split out Sellable into its own trait; yaml requires update 2011-03-17 19:14:17 +13:00
Chris Forbes
682cfcd466 wire up BuildAnywhere so it actually works 2011-03-07 20:25:05 +13:00
Chris Forbes
bc32d32d54 remove FP from RepairableBuilding 2011-02-13 22:12:46 +13:00
Paul Chote
094907c1a9 Update copyright header. Normalize line endings to LF. 2011-02-13 10:38:57 +13:00
Paul Chote
db770eb997 Bake PickAny tiles on map save. Translate maxvalue index to random tile for backwards compat. 2011-02-11 21:50:10 +13:00
Paul Chote
4b3c6cc62a Add a SubCell field to UIM. Allow UIM to query for units by subcell. 2011-02-04 18:39:03 +13:00
Paul Chote
6e1cb23f10 "Repairing" eva notification for ra and cnc. 2011-01-30 18:35:44 +13:00
Paul Chote
ccf04240cf Fix some more cases of stale Player references after capture. 2011-01-30 17:35:40 +13:00
Chris Forbes
848622054d unstatic SpriteLoader 2011-01-26 21:09:07 +13:00