Commit Graph

3469 Commits

Author SHA1 Message Date
Gustas
2b57b6be1d Don't cancel attack move cursor when holding shift 2022-12-12 23:20:45 +01:00
Matthias Mailänder
8297fcff30 Expose lobby options to localisation. 2022-12-07 18:40:26 +02:00
Matthias Mailänder
760a1245c5 Mark non-moddable translation strings as constant. 2022-12-07 18:40:26 +02:00
dnqbob
6fbdc2c221 HarvesterBotModule should not command harvesters that cannot be ordered 2022-11-24 23:09:22 +01:00
Gustas
f7286b525c Move AbortOnResupply from AttackAircraft to AttackFollow 2022-11-17 20:42:47 +01:00
abcdefg30
e54b88a6cb Remove dead code inside SupportPower.cs 2022-11-16 20:45:33 +02:00
RoosterDragon
b8a71215eb Fix Locomotor IsMoving checks.
The Locomotor IsMoving check was allowing us to consider another actor that moving as not a blocker. However for some reason it also considered the actor trying to path being mobile as sufficient for this check to pass which did not make sense. We remove that extra check and inline the method.

This was a regression from 4a609bbee8 which changed the method from IsMovingInMyDirection (which required the lookup of the mobile trait) to just IsMoving. It should have removed the lookup as not required.

This fixes a crash in HPF which was considered the location as blocked when Locomotor considered it unblocked because the logic was not aligned. Removing this check aligns the logic and resolves the crash.
2022-11-15 15:42:02 +02:00
RoosterDragon
a85ac26367 Pathing considers reachability of source cells consistently.
Using the local pathfinder, you could not find a path to an unreachable destination cell, but it was possible to find a path from an unreachable source cell if there was a reachable cells adjacent to it.

The hierarchical pathfinder did not have this behaviour and considering an unreachable source cell to block attempts to find a path.

Now, we unify the pathfinders to use a consistent behaviour, allowing paths from unreachable source cells to be found.
2022-11-13 19:59:36 +01:00
ThomasChr
6c348620f3 Use Stop button on (production) buildings to reset rally point fixes #20414 2022-11-09 08:44:09 +02:00
Matthias Mailänder
81020e70fa Fix actors with immobile actors that don't occupy space
to be placed everywhere way outside the map boundaries.
2022-11-05 21:41:39 +01:00
dnqbob
583d85cc2e Allow weapons with no damage warheads to be fired 2022-10-30 14:38:16 +01:00
notsinned
5242716887 Fix for turret following invisible unit
Fixed turret tracking invisible units after being attacked

Fix for turret following invisible unit

Fix for turrent following invisible unit
2022-10-30 14:08:29 +01:00
Gustas
57143087d7 Fix Aircraft not updating influence when changing height
Occupied cells was defined by height yet we didn't update actor map on changing height. This in some scenarios could have caused the aircraft to forget to remove its influence from actor map
2022-10-30 14:01:32 +01:00
Matthias Mailänder
efe65701e4 Expose game speeds to localisation. 2022-10-27 23:30:19 +02:00
Matthias Mailänder
8f415bc7af Localize developer debug cheats. 2022-10-21 17:08:16 +02:00
Matthias Mailänder
44aaf4dd07 Localise text notifications. 2022-10-21 17:08:16 +02:00
abcdefg30
6e6c828c85 Fix SquadManagerBotModule caching in RenderDebugState 2022-10-14 13:50:57 +03:00
abcdefg30
d8349a429a Remove unnecessary uses of Exts.IsTraitEnabled 2022-10-14 13:50:57 +03:00
abcdefg30
75f642bd09 Introduce FirstEnabledConditionalTraitOrDefault 2022-10-14 13:50:57 +03:00
Gustas
858d782af1 Simplify 'default' expression (IDE0034) 2022-10-11 17:40:05 +02:00
Gustas
7f677f1842 Allow driving under crates and crushable units 2022-10-07 21:06:04 +02:00
Gustas
5abbdc37cb Revert "Fix crushables and crates causing HPF to crash."
This reverts commit 5765e51c56.
2022-10-07 21:06:04 +02:00
Gustas
043e6f662f Make demolition conditional 2022-10-04 21:55:17 +02:00
Matthias Mailänder
6bd631618c Remove unnecessary value assignment (IDE0059) 2022-10-01 14:15:33 +03:00
RoosterDragon
3c66ca709a Fix some bugs in LongBitSet
- Use LongBitSetAllocator and not BitSetAllocator. Using the wrong allocator means all string based checks and displays would provide incorrect results.
- Remove LongBitSetAllocator.Mask which wasn't being calculated or Reset correctly. We can use world.AllPlayersMask to provide the same effect at use sites.
2022-09-29 21:58:17 +02:00
RoosterDragon
5765e51c56 Fix crushables and crates causing HPF to crash.
When crushables and crates change their Location/TopLeft, their crushability is cached, but when their CenterPosition is changed, their cached crushability is not refreshed. Since their CrushableBy functions depends on IsAtGroundLevel, which depends on the CenterPosition, this means that when the crushability is cached it will depend on the current height of the object. If the height of the object changes, the cache is not refreshed and now contains out of date information.

The Locomotor cache and the HPF both cache this same information, but at different times. HPF caches immediately, but Locomotor caches on demand which means there can be a delay. This means they can have inconsistent, differing views of the crushability information. This eventually surfaces in a "The abstract path should never be searched for an unreachable point." error from HPF when it detects the inconsistency.

The bug is that Locomotor was caching information without refreshing it when required. Fixing this to refresh the cache when the CenterPosition changes is likely to have negative performance impacts. As would removing crushability from the cache. These would both be fixes that address the underlying bug.

The high impacts of a proper fix lead us to a workaround instead. If we set the CenterPosition before setting the Location, then when the Location is set and the caches are refreshed, the new CenterPosition is available when caching the crushability information. This means logic depending on IsAtGroundLevel will get the new information and cache a more up-to-date view of things. This means when changing both the CenterPosition and Location together we now cache correct information. However calls that set only the CenterPosition and not the Location can still result in a bad cache state. Although this is imperfect it is an improvement over current affairs, and has less impact.
2022-09-24 15:15:53 +02:00
Gustas
1809817b3f Add ContrailEndColor and Contrail transparency control 2022-09-24 13:19:22 +02:00
Gustas
56b665f243 Add TrailDelay to Contrail 2022-09-24 13:19:22 +02:00
Shrooblord
70771da45a don't notify players a Harvester is under attack when it's actually healing
Co-authored-by: Gustas <37534529+PunkPun@users.noreply.github.com>
2022-09-17 18:57:59 +02:00
Matthias Mailänder
d3a8b07f05 Remove unread private member (IDE0052) 2022-09-13 10:36:57 +03:00
Vapre
7f404f64a6 Selection, cache DeveloperMode trait. 2022-09-11 22:00:18 +03:00
Matthias Mailänder
3be0e9e8a5 Add an in-game encyclopedia to Dune 2000. 2022-09-11 20:19:58 +03:00
RoosterDragon
d2a3659078 Fix landed aircraft above ground level not removing influence on take off.
When the Land activity is run, the aircraft adds influence to the cell so it cannot be used by other actors. When the TakeOff activity runs, it removes the influence so the cell can be used by other actors.

However, when a Carryall picks up a unit, it is told to Land with a vertical offset - it never reaches ground level. When the TakeOff activity runs, it saw the aircraft was above ground level and bailed out. The means the influence is never removed. The cell is now unusable despite the fact the Carryall has left.

To fix this, TakeOff now checks if influence was applied instead of checking if the aircraft is above ground level. If so, we know the Land activity had decided that influence was required, even if the aircraft has not made it to ground level. When TakeOff runs, it will treat it as a proper take off event even though the aircraft is already above ground level. This means influence will be removed and the cell will become accessible as intended.

In ActorMap, we also fix a design flaw where disposed actors where excluded from queries. This caused cache inconsistencies with clients using ActorMap.CellUpdated event to rely on updates. This event will not get called when the actor was disposed, so the downsteam client may have cached the actors at that location, only for them to "change" when the actor is later disposed. This could cause the Locomotor and HierarchicalPathFInder to have inconsistent views of the actors on the map, causing crashes if the inconsistent state broken some internal invariants. The only reason to exclude disposed actors would be to cover up for the actors not being removed properly from the map, which is fixed now aircraft are handled correctly. If ever an actor isn't removed from the actor map, then the caller needs fixing rather than having the actor map exclude it.
2022-09-11 20:04:12 +03:00
dnqbob
6ccd000257 Make building and bridge repair traits public 2022-09-07 14:04:23 +02:00
Vapre
63499c6334 ShroudRenderer, fix, no shroud or fog in editor. 2022-09-03 19:20:25 +02:00
Vapre
57ce88cc9a ShroudRenderer, fix, render Shroud if fog disabled. 2022-09-02 20:13:56 -05:00
Matthias Mailänder
3513d37702 Fix a line break. 2022-09-02 19:58:48 -05:00
Gustas
dfd5a960ed Fix RepairableBuilding never stopping repair 2022-09-01 18:30:47 +03:00
RoosterDragon
2d45e67bca Teach HierarchicalPathFinder about Immovable actors.
By tracking updates on the ActorMap the HierarchicalPathFinder can be aware of actors moving around the map. We track a subset of immovable actors that always block. These actors can be treated as impassable obstacles just like terrain. When a path needs to be found the abstract path will guide the search around this subset of immovable actors just like it can guide the search around impassable terrain. For path searches that were previously imperformant because some immovable actors created a bottleneck that needed to be routed around, these will now be performant instead. Path searches with bottlenecks created by items such as trees, walls and buildings should see a performance improvement. Bottlenecks created by other units will not benefit.

We now maintain two sets of HPFs. One is aware of immovable actors and will be used for path searches that request BlockedByActor.Immovable, BlockedByActor.Stationary and BlockedByActor.All to guide that around the immovable obstacles. The other is aware of terrain only and will be used for searches that request BlockedByActor.None, or if an ignoreActor is provided. A new UI dropdown when using the `/hpf` command will allow switching between the visuals of the two sets.
2022-08-31 23:12:42 +02:00
RoosterDragon
7e7d94ca89 Fix Locomotor CellCache to not consider transit only cells as crushable.
When the UpdateCellBlocking encountered a transit-only cell (the bibs around a building) it would bail from the loop. This would leave the cellCrushablePlayers set to all players. It would update the cell cache and mark that cell as a crushable location.

When CanMoveFreelyInto would later evaluate a cell, it would consider it passable because the crushable check would pass (cellCache.Crushable.Overlaps(actor.Owner.PlayerMask)) rather than because the transit check (otherActor.OccupiesSpace is Building building && building.TransitOnlyCells().Contains(cell)) would pass.

Although this meant the cell was treated as passable in either scenario, it means the cache contained incorrect data. The cell does not contain any crushable actors but the cache would indicate it did. Correcting this means we can rely on the crushability information stored in the cache to be accurate.
2022-08-31 23:12:42 +02:00
RoosterDragon
1fc1bdc849 Fix frozen actors lacking tooltips if they have the cloak ability.
Since bbf5970bc1 we update frozen actors only when required.

In 8339c6843e a regression was fixed where actors created in line of sight would be invisible.

Here, we fix a related regression where cloaked units that are revealed, and then frozen when you move out of line of sight would lack tooltips.

The fix centers around the setting of the Hidden flag. In the old code this used CanBeViewedByPlayer which checks for visibility modifiers and then uses the default visibility. The bug with this code is that when a visibility modifier was not hiding the actor, then we would report the default visibility state instead. However the frozen visibility state applies here which means if the frozen actor is visible, then we consider the actor to be hidden and therefore tooltips will not appear. In the fixed version we only consider the modifiers. This means a visibility modifier such as Cloak can hide the frozen actor tooltips. But otherwise we do not consider the frozen actor to be hidden. This prevents a frozen actor from hiding its own tooltips in some unintended circular logic. Hidden now becomes just a flag to indicate if the visibility modifiers are overriding things, as intended.
2022-08-31 23:31:48 +03:00
Vapre
6e547469d6 Shroud, combine IsVisible and IsExplored into a single function. 2022-08-28 18:50:51 +02:00
dnqbob
29fc2b80d9 WithMuzzleOverlay is decoration 2022-08-21 23:59:15 +02:00
tomas
ac623d784a Remove Do() and replace with foreach() 2022-08-19 22:38:38 +02:00
Mustafa Alperen Seki
54340591e3 Unhardcode VeteranProductionIconOverlay. 2022-08-16 15:08:51 +03:00
Matthias Mailänder
2c8c6e50da Code cleanup 2022-08-14 16:11:51 +02:00
RoosterDragon
8339c6843e Fix actors not being visible when created within sight range of an enemy.
Since bbf5970bc1 we only update frozen actor state on demand rather than every tick. However when the actor was initially created we were failing to set the initial visibility state if the frozen actor was invisible.

With this fix, we now set the visibility states on creation correctly. This fixes an issue where enemy actors created within line of sight would not appear.
2022-08-13 12:05:03 +03:00
RoosterDragon
2599cb26d8 Allow custom cost to exclude source locations in path searches.
During the refactoring to introduce HierarchicalPathFinder, custom costs were no longer applied to source locations. The logic being that if we are already in the source location, then there should be no cost added to it to get there - we are already there!

Path searches support the ability to go from multiple sources to a single target, but the reverse is not supported. Some callers that require a search from a single source to one of multiple targets perform their search in reverse, swapping the source and targets so they can run the search, then reversing the path they are given so things are the correct way around again. For callers that also use a custom cost like the harvester code that do this in order to find free refineries, they might want the custom cost to be applied to the source location. The harvester code uses this to filter out overloaded refineries. It wants to search from a harvester to multiple refineries, and thus reverses this in order to perform the path search. Without the custom cost being applied to the "source" locations, this filtering logic never gets applied.

To fix this, we now apply the custom cost to source locations. If the custom cost provides an invalid path, then the source location is excluded entirely. Although this seems unintuitive on its own, this allows searches done "in reverse" to work again.
2022-08-13 11:58:45 +03:00
Matthias Mailänder
aa14c9c570 Add VTOL landing exhaust animation. 2022-08-12 00:54:44 +03:00
RoosterDragon
bbf5970bc1 Update frozen actors only when required.
Previously, actors that were visible would refresh their frozen actor state every tick in preparation for the actor becoming hidden, and the frozen actor appearing as a placeholder instead.

By using ICreatesFrozenActors.OnVisibilityChanged when can avoid refreshing the state constantly, and instead just refresh it the moment the frozen actor needs to appear. This provides a nice performance improvement on the cost on managing frozen actors.
2022-08-07 16:50:53 +02:00