Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
622f9bfe71
Added: forceQueue to IOrderTarget' CanTargetUnit / CanTargetLocation
...
Added: forceQueue to all related methods
Added: Only shows the select cursor IF hovering over a unit AND the orders return the 'default' icon
2010-11-13 17:46:36 +13:00
geckosoft
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
2010-11-13 17:43:41 +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
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
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
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
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
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
dd7ce2d45e
fix dumb crash in UIM
2010-11-06 16:56:50 +13:00
geckosoft
f793f4548b
Added: A PasswordField widget (based on the TextField widget)
2010-11-06 16:49:46 +13:00
Chris Forbes
56675a61f5
rationalize the mess of Sound.Play[ToPlayer] functions.
2010-11-06 16:49:08 +13:00
Bob
3dd27fcb77
fix crash involving crushing and dead walls
2010-11-06 16:35:51 +13:00
Chris Forbes
13d76f8e9c
removed editor -> ra dep; added EditorAppearance for inconvenient bits that the editor must have _some_ understanding of, but can't see
2010-11-06 15:10:29 +13:00
Bob
9a2cdcde11
move Selectable.Radius into Health
2010-11-06 14:35:26 +13:00
Bob
155e7320cb
add support for decimal to fieldLoader. use decimal for speedmodifiers
2010-11-06 14:10:56 +13:00
Bob
aa0c14c214
Fix crash when generating a syncreport when blaming something other than Tick.
2010-11-06 12:08:33 +13:00
Bob
8fcbb670d8
rename AllowOreAt => AllowResourceAt
2010-11-06 11:53:41 +13:00
Bob
85a26ecdf7
fix invincible aircraft, infantry
2010-11-06 11:06:12 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Bob
fdfa1ddf97
extract DrawGrid from DrawBuildingGrid
2010-11-05 19:50:18 +13:00
Bob
ecf41722c3
rename TargetableSquares -> TargetableCells
2010-11-05 19:50:16 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
98dec6dc8e
revert sanity check that building is entirely within map (trees break it)
2010-11-05 19:50:15 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
Bob
c3fc7b98f3
use UIM (was BIM) to determine what cells a building blocks
2010-11-05 19:50:14 +13:00
geckosoft
f5b8b18d86
Core: Added trait 'SurrenderOnDisconnect' and the core changes required to make this work
2010-11-05 19:48:32 +13:00
geckosoft
e7c61fac5c
Core: Added the attacker to IDamageModifier' GetDamageModifier
2010-11-05 19:48:31 +13:00
geckosoft
2640603f6c
Added 'Health' and 'PreviousHealth' to the AttackInfo (so we can know how many 'real' damage is done!)
2010-11-05 19:48:31 +13:00