e56bbe367d
add missing WorldCommand trait to cnc
Chris Forbes
2010-11-14 20:53:16 +13:00
6cf9939ab3
remove staticness on Server
Bob
2010-11-14 21:26:50 +13:00
b2f3b8f2af
make AutoTarget use an activity. add AutoTarget to teslatank
Bob
2010-11-14 19:44:58 +13:00
80e897abfb
add Util.RunActivity, and have Actor.Tick use it. fix medic autoheal
Bob
2010-11-14 18:36:36 +13:00
d152d21338
fix teslazap OutOfMemory exception
Bob
2010-11-14 17:32:23 +13:00
f4e04ece12
fix tesla animations and firing at multiple targets
Bob
2010-11-14 16:35:53 +13:00
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
Bob
2010-11-14 16:03:01 +13:00
f8e6245903
make order queuing work for buildings and turreted units, too
Bob
2010-11-14 15:48:02 +13:00
7c146a9d5d
Changed: Made "Move" orders queueable
geckosoft
2010-11-13 02:43:16 +01:00
846286c988
Added: QueuedActivity (to be used for chaining orders)
geckosoft
2010-11-13 01:44:42 +01:00
ba25bc6df4
Added: More constructor overloads for Order (accepting a queued boolean now) Added: Changed all IssueOrders to make use of the IOrderTargeter.IsQueued Added: A 'hack' for SetChronoTankDestination so it also sets the queued value
geckosoft
2010-11-13 01:38:01 +01:00
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
geckosoft
2010-11-13 01:25:31 +01:00
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
geckosoft
2010-11-12 06:46:53 +01:00
b3ddf1ae86
Changed: Rendering of the colored shape (adds a shadow + resizes the shape on larger actors)
geckosoft
2010-11-11 23:02:40 +01:00
17770631a2
Added: Rendering of 'SelectionColor'ed shapes at top left of the selection rectangle (using a simple format to define shapes)
geckosoft
2010-11-11 08:53:26 +01:00
05f6958286
Changed: From running on the local player, to running on all players
geckosoft
2010-11-11 06:49:26 +01:00
6b40abb58c
Implemented: Stances Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire) Added: WorldCommandWidget (to be able to set said stances) Added: WorldCommandWidget to ra (cnc will follow, later on) Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances) Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
geckosoft
2010-11-11 04:28:11 +01:00
6d67ab2240
Changed: Attack-move now only triggers when you use 'a' without any modifier
geckosoft
2010-11-11 04:22:17 +01:00
8b3512e2f1
Changed: Build palette hotkeys cannot be triggered anymore when used together with a modifier
geckosoft
2010-11-11 04:21:39 +01:00
9ad55d5e28
Changed: AttackMoveInteraction now uses a + the 'right' mouse button to do an attack-move (extra nice thing => it wont lose focus of the selected units!)
geckosoft
2010-11-10 07:23:53 +01:00
9e93edf336
Changed: Made GenericSelectTarget & GenericSelectTargetWithBuilding more generic (now it accepts an optional 'expected' mouse button) default => left (as it was hardcoded)
geckosoft
2010-11-10 07:23:18 +01:00
5608756a24
Moved: AutoAttack key handling out of core => RA Added: AttackMoveInteraction to RA & CNC rules
geckosoft
2010-11-10 07:10:13 +01:00
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
geckosoft
2010-11-10 05:57:21 +01:00
22e61a5700
refactor QueueAttack -> GetAttackActivity
Bob
2010-11-13 16:42:13 +13:00
7306de3730
make attacks queuable
Bob
2010-11-13 15:17:48 +13:00
10ed3db71d
made all orders queuable
Bob
2010-11-13 15:52:27 +13:00
04e05d9aed
remove the default impl of QueueAttack; implement it in AttackFrontal and AttackLeap
Bob
2010-11-13 14:59:33 +13:00
caae95f12e
make Server.Server public so it works.
Chris Forbes
2010-11-10 11:28:06 +13:00
dfa14f16d3
Move ServerTraits into Mods.
Paul Chote
2010-11-10 09:57:11 +13:00
8e007131c9
Define ServerTraits in mod.yaml
Paul Chote
2010-11-09 23:04:08 +13:00
ed4c588701
Allow custom commands to be parsed when the player is in a ready state.
Paul Chote
2010-11-08 17:28:59 +13:00
d33806e932
More refactoring
Paul Chote
2010-11-08 17:15:50 +13:00
e83838e9ff
Pass the client into InterpretCommand
Paul Chote
2010-11-08 17:07:27 +13:00
b77dcd476c
Pull the master server communication into a ServerTrait
Paul Chote
2010-11-08 16:54:30 +13:00
836b3a598b
Pull out potentially mod-specific player join code (slightly bogus, will fix properly later)
Paul Chote
2010-11-08 16:11:36 +13:00
967b16fc0e
Pull LoadMap out of the server
Paul Chote
2010-11-08 15:54:45 +13:00
ee3437d0f6
Pull the traits into their own files
Paul Chote
2010-11-08 15:39:37 +13:00
e20c736e3f
Handle server orders in their own traits - needs further refactoring
Paul Chote
2010-11-08 15:29:22 +13:00
a98d20ea72
Start hacking on a server traits model
Paul Chote
2010-11-08 13:46:03 +13:00
38486e8184
Move some mod-specific UI code out of Game
Paul Chote
2010-11-08 13:23:36 +13:00
047a09bbbd
Excise previous server extensions code
Paul Chote
2010-11-08 13:13:58 +13:00
d55e58ea1c
Map Tweaks: Remove algernon, remove hospital on chokepoint, fix broken water tiles on wargames.
Paul Chote
2010-11-09 23:22:34 +13:00
17afe80a54
Included attribution
Paul Chote
2010-11-09 21:44:58 +13:00
42bf568d80
Use Blast to decrypt data on extraction.
Paul Chote
2010-11-09 20:33:52 +13:00
50157c43de
Port Blast from zlib/contribute to c#
Paul Chote
2010-11-09 18:32:32 +13:00
41988a1298
Save PackageEntries into the index so the compressed data can be extracted.
Paul Chote
2010-11-09 14:33:02 +13:00
86058ec19f
Initial IFolder Installshield (.Z) package impl. Parses the package header/toc and prints a file list.
Paul Chote
2010-11-09 13:29:37 +13:00
356c750b23
Refactor Package -> MixFile; group filesystem related classes in FileFormats.
Paul Chote
2010-11-09 11:00:55 +13:00
26cbb9d9c6
fix wrong output in Order.ToString
Bob
2010-11-07 21:16:42 +13:00
4a0b78c1e6
make all other engine widgets public, for Gecko
Chris Forbes
2010-11-07 09:19:29 +13:00
fcb7c845ba
adjust Mobile so that it also can't double-add to uim
Bob
2010-11-07 14:23:44 +13:00
12f9c0bce9
fix uim-crate crash
Bob
2010-11-07 13:05:18 +13:00
47ed79b912
rename some of Mobile's Activity-builders
Bob
2010-11-07 12:51:54 +13:00
a265d11a5f
make JoinServer public [at Gecko's request]
Chris Forbes
2010-11-07 08:41:16 +13:00
8a96c5f7b5
fix infantry entering buildings
Bob
2010-11-06 22:27:28 +13:00
5e5456191c
fix missing assembly reference FileFormats -> System.Windows.Forms in makefile
Chris Forbes
2010-11-06 20:33:12 +13:00
aae7f56e7d
extend RevealMapCrateAction to optionally reveal for allies
Chris Forbes
2010-11-06 20:18:18 +13:00
14225b8e79
reduce dragon damage from 60 to 50
Chris Forbes
2010-11-06 19:55:10 +13:00
e01bf735d9
reduce cooldown on Chronoshift and Invulnerability to 2min each; reduce invuln duration to 30 seconds
Chris Forbes
2010-11-06 19:51:57 +13:00
1904f8ced1
fix weap door never closing
Chris Forbes
2010-11-06 17:47:11 +13:00
3caca8c323
some noise on shellmap
Caleb Anderson
2010-11-05 22:40:23 -05:00
dd7ce2d45e
fix dumb crash in UIM
Chris Forbes
2010-11-06 16:56:50 +13:00
f793f4548b
Added: A PasswordField widget (based on the TextField widget)
geckosoft
2010-11-04 07:20:07 +01:00
56675a61f5
rationalize the mess of Sound.Play[ToPlayer] functions.
Chris Forbes
2010-11-06 16:43:18 +13:00
3dd27fcb77
fix crash involving crushing and dead walls
Bob
2010-11-06 16:35:51 +13:00
13d76f8e9c
removed editor -> ra dep; added EditorAppearance for inconvenient bits that the editor must have _some_ understanding of, but can't see
Chris Forbes
2010-11-06 14:51:13 +13:00
9a2cdcde11
move Selectable.Radius into Health
Bob
2010-11-06 14:35:26 +13:00
155e7320cb
add support for decimal to fieldLoader. use decimal for speedmodifiers
Bob
2010-11-06 14:10:56 +13:00
750fd84494
reinstate order validation for ra & cnc
Chris Forbes
2010-11-06 13:34:13 +13:00
924adc68a9
fix aircraft desync
Bob
2010-11-06 13:36:11 +13:00
0f8d9d7fb3
fix heli repusion from grounded helis. cleanup flight code
Bob
2010-11-06 12:44:25 +13:00
801aa1156f
move aircraft code into Mods.RA/Air/
Bob
2010-11-06 12:15:14 +13:00
aa0c14c214
Fix crash when generating a syncreport when blaming something other than Tick.
Bob
2010-11-05 14:52:56 +13:00
8fcbb670d8
rename AllowOreAt => AllowResourceAt
Bob
2010-11-06 11:46:19 +13:00
85a26ecdf7
fix invincible aircraft, infantry
Bob
2010-11-05 20:18:52 +13:00
480c5edd75
move Building et al into Mods/
Bob
2010-11-04 17:26:56 +13:00
fdfa1ddf97
extract DrawGrid from DrawBuildingGrid
Bob
2010-11-04 16:51:01 +13:00
80caf1818b
fix off-by-one in IsInRange. use CenterLocation in combat code where appropriate
Bob
2010-11-04 01:20:40 +13:00
5c0cd50797
remove unnecessary parameters from Aircraft.MovementSpeedForCell, and rename to MovementSpeed
Bob
2010-11-04 00:43:18 +13:00
8129d5d7dc
use CenterLocation, not Location, to determine facing during attack
Bob
2010-11-04 00:40:42 +13:00
a77b7af5fd
add Target overload for IsInRange
Bob
2010-11-04 00:37:13 +13:00
ecf41722c3
rename TargetableSquares -> TargetableCells
Bob
2010-11-03 22:30:17 +13:00
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
Bob
2010-11-03 22:28:53 +13:00
98dec6dc8e
revert sanity check that building is entirely within map (trees break it)
Bob
2010-11-03 21:26:13 +13:00
50b1ba3acc
attack if in range of any cell of a building
Bob
2010-11-03 21:06:55 +13:00
c3fc7b98f3
use UIM (was BIM) to determine what cells a building blocks
Bob
2010-11-03 16:42:53 +13:00
f5b8b18d86
Core: Added trait 'SurrenderOnDisconnect' and the core changes required to make this work
geckosoft
2010-10-25 17:19:48 +02:00