4,871 Commits over 2,068 Days - 0.10cph!
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour
AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
GameHost now picks a random game mode each match
updated Control1 map to work again
Wrapped some editor functions so build works again
Custom build squad checker now works with new map DB
newly crated map files are now correctly flagged as dirty
squad loading
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)
map type value is set in it's data file when the map is created
it's nearly working again...
new maps are created in folders based on game mode type, map definition SO file created alongside the map file
map db tool now sets the map title to the map filename if there's none specified
wip mapdb stuff to handle the different modes, tool to build map DB
Branching for wip map database improvements
directional armour is now calculated and saved in UnitDmgInfo
AI will now prefer attacking and moving to attack locations that let them attack units from weaker sides (sides/back) where possible
renamed Practice button to Play A.I and make it not editor-only
Added MovementDirectionScorer which scores tiles favourably the further up/down the board they are from the unit, based on the advance/retreat flag
TileScorer can now collate individual tile scorers to get a combined list of tile values
AI now prefers higher terrain when moving as default action
AI helper function to get a list of ordered unit damages for a provided list of attackers
UnitDmg now includes a ref to the attacking unit so it doesn't need to be tracked separetly in AI calcs.
Renamed UnitDmg to UnitDmgInfo
move-attack AI now checks if the unit can actually move and attack :D
fallback move AI option now picks random unit
Fix (?) for unitview tag change when a unit kills itself
Shitty placeholder code to get AI triggering stuff so I can start working on AI helper functions
Clear squad button works again
CommandBlock now gets cleared after it is sent (fixes my warning log, but nothing was broken)
unit info panel now shows armour values instead of block %
Attack unit UI bar now iuncludes damage reduction calc for hit dmg and dmg range
crowd forced to jump 1 million times
forced full attendance crowd
"Armour" test: removed block, now 100% hit chance, but attacks have the following dmg reduction: Front = 2, sides = 1, back = 0.
Grabber pull no longer does dmg to friendly units again
Control points now have 30 pts each instead of 50