Commit Graph

104 Commits

Author SHA1 Message Date
Steve 3c9977939d Further AI tweaks. 2015-11-14 13:03:57 +00:00
Steve 3ef591a7d7 Bug fix for DEBUG on mission select. 2015-11-14 13:03:40 +00:00
Steve 4e4040fc17 Missiles will no longer select a new target if their original is destroyed. 2015-11-14 11:43:06 +00:00
Steve f4402bfb72 AI tweaks - make the game less frantic, and AI less likely to fire missiles at player. 2015-11-14 11:32:37 +00:00
Steve 1760c9e3b3 Centralized mission failure logic. 2015-11-14 08:41:31 +00:00
Steve 1f62eb2564 Added entity groups, to help with triggers and events. 2015-11-14 08:41:07 +00:00
Steve 83407704c6 Code clean up. 2015-11-13 23:35:51 +00:00
Steve 7df9ad09e2 Only draw bullets on screen. 2015-11-13 22:51:22 +00:00
Steve ec72a5dd40 Highlight all mission targets, not just the one the player is targetting. 2015-11-13 22:08:59 +00:00
Steve b90ca0ea11 Fleeing fighters no longer count as flee when they go out of range of player. 2015-11-13 18:26:30 +00:00
Steve 345516814d Make all missions available when compiled with DEBUG. 2015-11-13 18:25:35 +00:00
Steve 92ca28bf3c Don't show current / target numbers for conditions. 2015-11-13 16:56:53 +00:00
Steve ddf5a3106f Always show target sphere. 2015-11-13 16:56:22 +00:00
Steve f883423875 Added function to adjust target value of objectives (such as requiring fewer civs to rescue if some are killed). 2015-11-13 16:55:49 +00:00
Steve 09761ccd78 Civilians should re-evaluate their fleeing every 1/2 second, so as not to run in to enemies too easily. 2015-11-13 16:54:38 +00:00
Steve 2662076711 Enemies don't chase civilians forever. Civilians will run from enemies at a larger range. 2015-11-13 11:27:11 +00:00
Steve ede04be003 Cleaned up header. 2015-11-13 08:46:45 +00:00
Steve 52969b4a04 Random civilian ship texture. 2015-11-13 08:46:06 +00:00
Steve 5fc2bed650 Civilians attempt to evade / runaway from enemies. 2015-11-13 08:45:50 +00:00
Steve 7264880b9b Added targetLocation, to assist with civilian evasions. 2015-11-13 08:45:24 +00:00
Steve d58170883d Removed enemy shield and armour display. Added target name and distance to Extraction Point. 2015-11-12 07:00:53 +00:00
Steve 93979c396f ALIVE_ESCAPED entities invoke triggers, objective, and condition updates. 2015-11-11 22:34:48 +00:00
Steve 7a23a9b6b3 Remove ALIVE_ESCAPED entities. 2015-11-11 22:34:00 +00:00
Steve dc2f2c4635 Added ALIVE_ESCAPED and TT_ESCAPED. 2015-11-11 22:33:33 +00:00
Steve 8831853321 Mark escaped entities as ALIVE_ESCAPED. 2015-11-11 22:32:00 +00:00
Steve 0522e53d90 Added extraction point entity ref to Battle. 2015-11-11 21:56:31 +00:00
Steve 0cc3ad0078 Show direction of extraction point. 2015-11-11 21:55:57 +00:00
Steve ec6e57194e Extraction point is registered with battle. 2015-11-11 21:55:04 +00:00
Steve 70d47a796b NULL terminate candidate array. 2015-11-11 19:16:24 +00:00
Steve 4daeee51e0 Reduced maximum grid candidates to 256 2015-11-11 19:16:04 +00:00
Steve 4da58014d5 Rewrote entity candidate for loops. 2015-11-11 19:15:41 +00:00
Steve ad405c57ae Start of civilian ships: will follow player when close and flee in to extraction points. 2015-11-11 06:46:58 +00:00
Steve 9de4bf6255 Sort entities before drawing, using their type number as the order. 2015-11-09 22:48:59 +00:00
Steve 3b149be7b9 Don't box mission targets flagged with EF_NO_MT_BOX. 2015-11-09 22:47:28 +00:00
Steve faf6c9890c Start of extraction points. 2015-11-09 22:46:57 +00:00
Steve 3c43c15253 Don't add dead entities to grid system. 2015-11-09 17:55:56 +00:00
Steve 1cd8b42664 Centralize completeMission and failMission logic. 2015-11-02 19:18:26 +00:00
Steve 3ad64a1d1d Fixed pulse logic. 2015-11-02 19:10:07 +00:00
Steve bef2511ac4 Save a valid config at first start..! 2015-11-02 19:07:38 +00:00
Steve 32eda1ae31 Restrict entities to bounds of grid (push back). 2015-11-02 18:07:26 +00:00
Steve d0f19cc322 Only display area warning if player is headnig towards it. 2015-11-02 18:07:02 +00:00
Steve ef1d0b4f4a Ensure width and height of entities is set. 2015-11-02 13:34:59 +00:00
Steve 61068f04f4 Entities must be added to grid based on their centre. 2015-11-02 13:19:54 +00:00
Steve 950cffcb4f Use grid to determine drawn entities. 2015-11-02 13:19:31 +00:00
Steve e620ceccad Use entities from grid for separation. 2015-11-02 12:14:29 +00:00
Steve f10ec392ef Bullets get collision candidates from grid. 2015-11-02 12:04:11 +00:00
Steve 62a445ac61 Various bug fixes for grid system. 2015-11-02 12:03:47 +00:00
Steve 64a461e29c (removed debug text) 2015-11-02 10:50:07 +00:00
Steve 452a4bf36c Fix for mission target directional arrow not showing. 2015-11-02 10:49:55 +00:00
Steve b748d23267 Use grid cell coords for placing entities. 2015-11-02 10:49:10 +00:00