Commit Graph

  • 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
  • 8df47f5a60 Added: UnitStanceDefensive geckosoft 2010-11-12 06:48:08 +01:00
  • d2a0647085 Added: OnOrder & OnTick event at UnitStance geckosoft 2010-11-12 06:47:35 +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
  • 0e6dbe28a8 Changed: Renamed UnitStanceGuard => UnitStanceHoldGround geckosoft 2010-11-12 00:38:31 +01:00
  • cc0c45bceb Removed: Reference to AttackMoveInteraction.cs from the project geckosoft 2010-11-12 00:05:53 +01:00
  • af3e734561 Changed: HackyAI uses AttackMove now instead of Move geckosoft 2010-11-12 00:05:21 +01:00
  • 1ac61c5e3e Changed: AttackMove actually works geckosoft 2010-11-12 00:04:07 +01:00
  • 5d3622b79d Removed: Unused AttackMoveInteraction geckosoft 2010-11-11 23:19:59 +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
  • bd9c748b17 Fixed: SurrenderOnDisconnect (needs testing geckosoft 2010-11-11 06:41:00 +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
  • 5b71bee4c8 Added: ISelectionColorModifier geckosoft 2010-11-11 04:18:54 +01:00
  • 75e7124af0 oops Bob 2010-11-13 17:07:48 +13:00
  • 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
  • 3645b3ee13 increase ParaBomb spread 3 -> 6 Chris Forbes 2010-11-06 20:02:01 +13:00
  • e0f357390c clean up usings in AirstrikePower Chris Forbes 2010-11-06 19:58:41 +13:00
  • 9c3cb62838 reduce redeye damage 50 -> 40 Chris Forbes 2010-11-06 19:55:53 +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