Follow-up from 34ff23d030, the previous `-Remap:` line was not working and has since been removed. Without the remap being unapplied, there are rendering artefacts introduced as a result. Fix this by explicitly setting the remap to something else instead.
- Previously the Inherits syntax was only resolved when used for top-level nodes. Now it is also resolved for nested nodes as well.
- Previously the MiniYAML Merge feature supported the ability to remove nodes, but this only worked within the context of inherited nodes. Now, we allow node removal to work outside of the inheritance context.
The player state and teams are fixed after the game starts, so it is safe to cache the resulting teams in the observer logic rather than re-evaluating them each time.
Updating squads is the most expensive part of SquadManagerBotModule. It involves ticking the current squad state. This usually involves finding nearby enemies and evaluating the fuzzy state machine to decide whether to interact with those enemies. Since all the AI squads for a player get ordered on the same tick, this can result in a lag spike.
To reduce the impact, we'll spread out the updates over multiple ticks. This means overall all the AI squads will still be refreshed every interval, but it'll be a rolling update rather than all at once. By spreading out the updates we avoid a lag spike from the cumulative updates of all the squads. Now the lag spike is reduced to the worst any single squad update can incur.
The StateMachine offered a feature to remember the previous state and allow reverting to it. However this feature is unused. Remove it to allow the previous states to be reclaimed by the GC earlier.
If a long path was being visualized with the path-debug command it would generate renderables for everything on the path, even for parts of the path that would be offscreen. Add some simplistic culling so the performance impact is reduced.
Several activities that queue child Move activities can get into a bad scenario where the actor is pathfinding and then gets stuck because the destination is unreachable. When the Move activity then completes, then parent activity sees it has yet to reach the destination and tries to move again. However, the actor is still blocked in the same spot as before and thus the movment finishes immediately. This causes a performance death spiral where the actor attempts to pathfind every tick. The pathfinding attempt can also be very expensive if it must exhaustively check the whole map to determine no route is possible.
In order to prevent blocked actors from running into this scenario, we introduce MoveCooldownHelper. In its default setup it allows the parent activity to bail out if the actor was blocked during a pathfinding attempt. This means the activity will be dropped rather than trying to move endlessly. It also has an option to allow retrying if pathfinding was blocked, but applies a cooldown to avoid the performance penalty. For activities such as Enter, this means the actors will still try and enter their target if it is unreachable, but will only attempt once a second now rather than every tick.
MoveAdjacentTo will now cancel if it fails to reach the destination. This fixes MoveOntoAndTurn to skip the Turn if the move didn't reach the intended destination. Any other derived classes will similarly benefit from skipping follow-up actions.
- pieces represent Min and Max instead of random interval
- More control where spice spread
- fix AoE in SpiceExplosion weapon
- delay interval between each pieces
Co-Authored-By: Gustas <37534529+PunkPun@users.noreply.github.com>
- EditorActorLayer now tracks previews on map with a SpatiallyPartitioned instead of a Dictionary. This allows the copy-paste logic to call an efficient PreviewsInCellRegion method, instead of asking for previews cell-by-cell.
- EditorActorPreview subscribes to the CellEntryChanged methods on the map. Previously the preview was refreshed regardless of which cell changed. Now the preview only regenerates if the preview's footprint has been affected.
The SupportPowerManager and WithSpriteBody trait captured the ActorInitializer in lambda expressions, which keeps it alive as long as the trait. The lambdas didn't need to capture the ActorInitializer, so rejig them to allow the ActorInitializer to be reclaimed after the traits have been created. As the TypeDictionary in the ActorInitializer can be quite large, this helps reduce memory usage.
When dealing with isometric maps, the copy paste region needs to copy the CellCoords area covered by the CellRegion. This is equivalent to the selected rectangle on screen. Using the cell region itself invokes cell->map->cell conversion that doesn't roundtrip and thus some of the selected cells don't get copied.
Also when pasting terrain + actors, we need to fix the sequencing to clear actors on the current terrain, before adjusting the height and pasting in new actors. The current sequencing means we are clearing actors after having adjusted the terrain height, and affects the wrong area.