Commit Graph

73 Commits (master)

Author SHA1 Message Date
haonoq d289598813 Move random oil drum placement to rules.js 2013-12-22 15:43:17 +04:00
vexed b4b019aa5a Merge branch 'bugfixes'
Conflicts:
	src/init.cpp
	src/multiint.cpp
	src/power.cpp
2013-11-19 22:18:46 -05:00
vexed b9a136ac7a Revert:
Fix the SuperTransport body type to be SUPER HEAVY, not HEAVY.
    Try harder not to have them be on top of each other (only in MultiPlayer games).
    Fix explosion type.
    Fix damage calculations when they are on the ground.
    Try to better balance the Super Transport, hitpoints now at 500, Armor types changed to 35 & 20 and make weapon MG1-VTOL instead of MG3-VTOL.

This reverts commit e3279f6d03.

Conflicts:
	src/droid.cpp
2013-11-19 01:50:11 -05:00
vexed 0805e57c9a Revert "If we are a VTOL, ignore ground units when moving over them. In other words, don't try to move around them, since you can fly over them."
This reverts commit 75ede1da1d.
2013-11-19 01:28:14 -05:00
cybersphinx 4f5a7c3d2e Merge branch 'bugfixes'
* bugfixes:
  Hungarian translation update by mtomi78.
  If we are a VTOL, ignore ground units when moving over them. In other words, don't try to move around them, since you can fly over them.
2013-11-16 03:57:25 +01:00
vexed 75ede1da1d If we are a VTOL, ignore ground units when moving over them. In other words, don't try to move around them, since you can fly over them. 2013-11-15 20:34:43 -05:00
per dda1585f95 Fix various minor issues pointed out by Coverity scanner. 2013-11-07 00:17:07 +01:00
vexed 3eda8704b8 Merge branch 'bugfixes'
Conflicts:
	data/mp/stats/assignweapons.txt
	data/mp/stats/body.txt
2013-10-29 23:25:51 -04:00
vexed e3279f6d03 Fix the SuperTransport body type to be SUPER HEAVY, not HEAVY.
Try harder not to have them be on top of each other (only in MultiPlayer games).
Fix explosion type.
Fix damage calculations when they are on the ground.
Try to better balance the Super Transport, hitpoints now at 500, Armor types changed to 35 & 20 and make weapon MG1-VTOL instead of MG3-VTOL.
2013-10-29 22:49:00 -04:00
per ab25d2c38a Remove unused ski and jump propulsion types 2013-05-25 14:47:13 +02:00
per bfb47fff4c Simplify psDroid->asBits from array of structure with a single field to just an array.
This makes it identical to the template array asParts which does the same thing.
2013-05-09 13:25:40 +02:00
Cyp c1cb8e4343 Merge branch 'bugfixes'
Conflicts:
	src/ai.cpp
	src/combat.cpp
	src/mapgrid.cpp
	src/mapgrid.h
	src/projectile.cpp
	src/qtscriptfuncs.cpp
2013-02-10 13:46:55 +01:00
Cyp 5c7788784b Change gridStartIterate interface to safely allow recursive calls.
Probably fixes ticket:3894.
2013-02-09 12:33:00 +01:00
crabster bd94e3de58 Rename incendiary damage to periodical damage. Add separate weapon class,
subclass and damage effect for periodical damage. This closes ticket:3913
2013-01-27 15:13:20 +01:00
vexed 6c6fe7c38a Merge branch 'bugfixes'
Conflicts:
	src/e3demo.cpp
	src/e3demo.h
2013-01-16 15:44:22 -05:00
vexed e34e7e4e0c Seems time don't stop, so bump the year to 2013. 2013-01-16 15:34:57 -05:00
automerge d24719344d Merge branch 'bugfixes' 2013-01-11 08:08:21 +01:00
Cyp 40cbe8067b cleanup: Remove some unused defines. 2013-01-09 12:53:03 +01:00
Per Inge Mathisen 10e1c26350 Stats cleanup. All YES/NO and true/false turned into 1/0. Unused FOM_PARTIAL removed.
Model lines containing '0' models removed - if an entry does not have a model, do not
add a model line. weaponmodifier.ini reorganized.
2012-12-10 16:48:22 +01:00
Per Inge Mathisen f714476638 qtscript: Add new event eventArea<label>(droid) when first droid enters
a label area. Also add new function resetArea(label[, filter]) to reactivate
a label area, possibly filtering for whose droids are entering.
2012-12-01 23:38:04 +01:00
Per Inge Mathisen 481fc4125d Merge remote-tracking branch 'origin/bugfixes'
Conflicts:
	src/display.cpp
	src/droid.cpp
2012-11-02 21:07:37 +01:00
Per Inge Mathisen a19e41c15d Fix droid frustrated state. Make AI droids clip through each other when frustrated.
This should clear up the worst traffic jams.
2012-10-27 18:50:10 +02:00
Per Inge Mathisen 7015f29456 Fix calculation of VTOL turn speed. 2012-08-12 22:29:06 +02:00
Per Inge Mathisen 48e219d774 Make propulsion speed attributes (acceleration, turn speed, etc) configurable.
Make VTOL and leg propulsions also have turn speed adjusted by weight.
2012-08-12 15:02:11 +02:00
automerge ce72663915 Merge branch 'bugfixes' 2012-06-15 08:00:10 +02:00
Cyp f7c6e38aa8 Do not give up following a path due to the droid being on a blocking tile.
If the droid is on a blocking tile, repeatedly redoing pathfinding will not result in a path which does not
originate on said blocking tile.
2012-06-13 13:32:33 +02:00
Cyp d11516795a Fix fpathBlockingTile() usage in moveGetObstacleVector(). 2012-06-13 09:38:10 +02:00
Per Inge Mathisen 70684314e2 qtscript: Add new event eventPickup(feature, droid) 2012-06-03 00:02:18 +02:00
Cyp fb49891c23 Do not make all tanks suddenly accelerate to hover speeds at end of path.
Fixes ticket:3424.
2012-05-02 16:12:05 +02:00
vexed 9775d0c4f6 Let's try to stop checking for tiles when we are offscreen via a Transporter.
fixes ticket:3403
2012-04-24 21:16:51 -04:00
Cyp b6834d18cb Add oil barrels on all clients.
Fixes desynch 10 minutes after picking up an oil barrel.

Introduced in 29966c5da2.

Fixes ticket:3396 and ticket:3413.
2012-04-23 01:18:38 +02:00
Cyp 8283ac455e Fix clockwise skidding.
Droids (mainly hover and VTOLs) would skid when turning anti-clockwise, but not when
turning clockwise.
2012-03-30 09:30:31 +02:00
Cyp fbc600ecdf Fix gridStartIterate in moveCalcDroidSlide clobbered by the one in moveShuffleDroid.
This caused crashes and probably general weird behaviour.

Introduced due to horrible grid system API involving global variables in 0b7605c4ee.

Fixes ticket:3287 and ticket:3301.
2012-03-16 09:41:48 +01:00
Cyp b4ad988996 Rearm on rearming pads instead of beside rearming pads.
Introduced in 9dcf5bdf4e.

Fixes ticket:3285.
2012-03-13 17:03:43 +01:00
Cyp 8949148a9d Let AIs pick up barrels and artifacts if using DORDER_RECOVER.
Fixes ticket:3251.
2012-03-11 07:19:46 +01:00
Cyp f36cb966ce Don't waste 200 ms before droids start moving.
The droid no longer spends 100 ms changing psDroid->sMove.Status from MOVEWAITROUTE to
MOVENAVIGATE plus 100 ms changing from MOVENAVIGATE to MOVEPOINTTOPOINT, before starting
to move.

This changes the average response time of trucks to a move order from 450 ms to 250 ms.
2012-03-04 18:08:25 +01:00
Cyp 9dcf5bdf4e Do not land all 150 VTOLs on the same tile. 2012-02-28 15:02:42 +01:00
Cyp ce3e76cd62 Clean up actionVTOLLandingPos() interface.
Program logic should be unchanged.
2012-02-28 15:02:42 +01:00
Cyp 0b7605c4ee Reduce tank dancing.
In moveShuffleDroid(), do not iterate over all of own droids on map (optimisation), but
include other player's droids (change).

In moveReachedWayPoint(), increase tolerance of final waypoint, if the droid's path is
blocked, since the most likely cause of the blockage is other droids trying to going to
the same place.

Patrol is no longer useless in groups of 4-or-so or more droids.

Fixes ticket:2996.
2012-02-28 15:02:42 +01:00
Cyp f6dce9d632 Try to be more consistent with gameTime usage.
When updating the game state, we now determine what happened in the interval
[gameTime - deltaGameTime + 1; gameTime]. The time gameTime - deltaGameTime is now
considered to be in the past, so the game state may be modified at time
gameTime - deltaGameTime + 1, at the earliest.

During GAME_* message processing, deltaGameTime is 0, however it is still considered
valid to change the game state at gameTime - deltaGameTime + 1, since that will lie
within the following update interval.

Refs ticket:3175.
2012-02-28 03:53:08 +01:00
vexed 9e63fe3433 Fix transporter check for SP games.
Add some FIXME comments when we properly fix the campaign scripts.
Expose DROID_SUPERTRANSPORTER to the script engine
Fix gifting of the Super Transporter, along with some other fixes.
Fixes ticket:3224
2012-02-27 21:17:47 -05:00
vexed 6bc90e6d2e Apply rest of the patch that was mistakenly left out of
fcede64e42
Thanks to cybersphinx for the heads up.
2012-02-25 22:35:38 -05:00
vexed fcede64e42 Create new droid type, DROID_SUPERTRANSPORTER.
fixes ticket:3196
2012-02-25 19:21:29 -05:00
Cyp 5a3925391e Fix unit speeds.
Units now actually move at the speeds given in the design menu, which in the case of
VTOLs is up to 2.5 times faster, and which in the case of land units up to 1.2 times
faster on one particular terrain type, instead of moving at a maximum of
DROID::baseSpeed, which is the speed before terrain modifiers.

Introduced in 4b08dd0b0c.

Fixes ticket:3140.
2012-02-12 13:36:16 +01:00
vexed 3e15039aa6 Unfortunately, the Project can't stop time, so bump the year. 2012-02-11 16:50:52 -05:00
Cyp 666ea1050e Simplify incendary damage, fix incendary armour.
Apply incendary armour before converting from damage-per-second to damage-per-update,
such that incendary armour is now a per-second value, rather than a per-update value.

Dropped BASE_OBJECT::inFire, the value of which could be determined from BASE_OBJECT::burnStart.

Fixes ticket:3078.
2012-01-27 18:36:53 +01:00
Cyp 8dc9d09904 Simplify orders a bit.
Droid orders are now contained in a DroidOrder structure, instead of order, orderX, orderY, orderX2, orderY2, orderDirection, psTarget, psTarStats members of DROID.
2011-12-30 22:57:50 +01:00
Cyp cb9504c9ab Render droid until the exact time the projectile hits and render explosion effects at that time.
Or in the case of multiple projectiles hitting, render until the last projectile in the projectile
list hits (which might not have been the impact with the latest gameTime).
2011-12-28 14:57:30 +01:00
Cyp 4ae5df46c9 Create effects at the right time.
Smoke trails are now less jumpy.
Explosions now start when the projectile impacts, although the graphics isn't
drawn until the next update since the impact function is called too late.
2011-12-28 14:57:09 +01:00
Cyp 1cc62d6d9d Simplify rayCast parameters, remove only call to fpathTileLOS, ignore blocking tiles on destination when raycasting.
The fpathTileLOS call seemed useless, since if the path is blocked, there's not much chance
that the destination can be reached by going in a straight line, anyway.

If sending two trucks to build a cyborg factory, the second truck no longer goes in circles
just before the destination when the first truck arrives first. However, this is because it
now no longer ignores the last waypoint, but the main issue is that the second-last waypoint
seems to be missing.
2011-12-24 20:55:28 +01:00