Chris Forbes
f9b4782a99
GetEffectiveSpeed() factored out; Mobile hacked to only allow Move orders if the speed is nonzero
2009-12-18 12:16:13 +13:00
Chris Forbes
5bf3e05f03
routing modifier keys where they need to be
2009-12-16 11:31:53 +13:00
Bob
b060b2ef47
UIM no longer references Mobile by name (uses IOccupySpace)
2009-12-09 00:50:08 +13:00
Chris Forbes
2c4b29bd51
IOccupySpace split off; BuildingInfo.BaseNormal works again.
2009-12-08 20:07:39 +13:00
Bob
74b7d21d4b
renamed Actor.unitInfo to "Info"; other minor changes
2009-12-05 19:12:29 +13:00
Chris Forbes
2435e48a82
trimming 'using' crap
2009-12-05 14:23:59 +13:00
Chris Forbes
da84b66424
moved inner classes out of UnitInfo for brevity. added money-up and money-down sounds. added slow view of money changes, like real-ra.
2009-11-29 15:26:55 +13:00
Bob
7c1c0835e1
Traits can now resolve orders (ATM, they all resolve the orders they issue)
2009-11-25 20:42:03 +13:00
Bob
e9b87640bd
No. Just No. GTFO. Orders do NOT store cursors. That is all
2009-11-25 19:44:38 +13:00
Bob
74ab0c7a13
moved Activity to Actor (from Mobile)
2009-11-25 18:34:30 +13:00
Bob
5c3da9387b
IActivity no longer passed Mobiles around.
2009-11-25 18:18:17 +13:00
Bob
2aea110497
Facing -> new trait ("Unit")
2009-11-25 18:11:44 +13:00
Bob
c285f1d210
Cleaned up some casts. (BuildingInfo)
2009-11-14 02:57:52 +13:00
Bob
a74050a3e6
removed Mobile.InternalSetActivity
2009-11-12 13:00:05 +13:00
Chris Forbes
cfd99b5250
#87 fixed
2009-11-09 22:56:29 +13:00
Chris Forbes
b13f399ec0
follow activity for turreted attacks
2009-11-09 22:29:07 +13:00
Bob
edc4a8e6e7
Harvesting works better, and other related stuff.
2009-11-05 13:23:23 +13:00
Bob
ddc91ddafa
Moved Activity and friends into separate files.
2009-11-02 20:22:12 +13:00
Chris Forbes
98e64fc446
fixes #72
2009-11-01 19:57:03 +13:00
Chris Forbes
783b9e9f5f
infantry squads; a bit tight at the moment.
2009-11-01 13:15:23 +13:00
Bob
c0cb248bc1
Restructuring orders.
2009-10-28 22:06:39 +13:00
Bob
cc1be5b31c
Perf fixes for low unit-counts. Added sanity checks - not enabled by default.
2009-10-28 19:43:04 +13:00
Bob
9f237f2530
Fixes for small bugs.
2009-10-28 18:45:50 +13:00
Bob
222b72a679
Repath around blocking units or structures.
2009-10-28 17:59:09 +13:00
Chris Forbes
58f9347cb7
fixed attack causing units to vanish
2009-10-27 17:58:57 +13:00
Chris Forbes
0e32b5ca18
hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked
2009-10-27 08:40:55 +13:00
Chris Forbes
ff26bd38c7
added pathing debug
2009-10-27 08:22:54 +13:00
Chris Forbes
b4d75f6195
oops. a slight pathfinder cock-up.
2009-10-27 00:24:09 +13:00
Bob
3ef0f90b00
Added attack order. Cursor is currently incorrect.
2009-10-26 23:25:35 +13:00
Bob
65f7f8c145
Fixed bug where units left influence behind in some circumstances.
2009-10-26 22:08:12 +13:00
Chris Forbes
0d62318688
most of the support for boats
2009-10-26 21:52:13 +13:00
Bob
384a3ee2e9
renamed in Mobile.CurrentAction: "Action" -> "Activity"
2009-10-26 18:57:12 +13:00
Bob
20fed17306
Refactored Mobile.MoveTo
2009-10-26 16:38:17 +13:00
Chris Forbes
6d1826245f
unit movement debug overlay + working blocking. still needs repath in some cases.
2009-10-26 14:06:06 +13:00
Chris Forbes
b0cf14b3eb
tidy
2009-10-26 13:44:31 +13:00
Chris Forbes
2058134380
unit/unit blocking works sensibly for first-half; a few glitches due to second-half
2009-10-26 13:04:16 +13:00
Chris Forbes
482273f604
moved directions to a shared place; fixed pathfinder to use the appropriate movement type
2009-10-26 10:46:41 +13:00
Chris Forbes
021e41a5bf
unit influence blocks building
2009-10-24 22:39:07 +13:00
Bob
5086f6ab51
Fixed bug where unit would occasionally "disappear" or face in an odd direction.
2009-10-24 20:48:36 +13:00
Chris Forbes
f6ae86bb53
fixed order canceling
2009-10-24 20:41:38 +13:00
Bob
78c9ae53df
On orders, the mouse button is now considered part on issuing the order, not resolving it.
2009-10-24 19:42:54 +13:00
Bob
d25bd8550a
Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
2009-10-24 19:17:13 +13:00
Bob
d66475edcb
smooth unit-movement. Doesn't look right yet, but it's getting there.
2009-10-24 18:20:58 +13:00
Bob
06e6d50735
Improvements to Mobile to support smooth movement (like real-ra does it)
...
- McvDeploy got simpler.
- BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00
Chris Forbes
ea3526a238
voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned.
2009-10-24 16:07:23 +13:00
Chris Forbes
a4c344523f
pushed bibs down into the smudge layer; made Game static
2009-10-20 20:47:04 +13:00
Bob
707ba7d957
Locked frame times; SAM, GUN, AGUN work again.
...
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
- SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00
Bob
a7ce0f97d1
changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255
2009-10-19 23:45:14 +13:00
Bob
5f2d89fd63
added AttackTurreted.
2009-10-18 23:51:00 +13:00
Chris Forbes
197483f973
fixed unit ack sound to only happen when *issuing* the order
2009-10-15 07:38:27 +13:00