4,941 Commits over 1,795 Days - 0.11cph!
CommandBlock now gets cleared after it is sent (fixes my warning log, but nothing was broken)
Clear squad button works again
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
adjust kill feed row spacing
move-attack AI now checks if the unit can actually move and attack :D
fallback move AI option now picks random unit
kill feed tweak and some cleanup
tweak health bar unit shatter effect
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
AI helper function to get a list of ordered unit damages for a provided list of attackers
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
Added MovementDirectionScorer which scores tiles favourably the further up/down the board they are from the unit, based on the advance/retreat flag
renamed Practice button to Play A.I and make it not editor-only
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
adding icon font
adding WIP attack info on unit panel
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
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
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
Random squad generation wip
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
Deleted the commented out, old hit % code, as it's now always 100%
some quick AI optim, wip AI damage stuff
reworking some combat code stuff
AI best dmg scoring stuff (wip)
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
Don't send tile hover mouse events to the server when playing the AI
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
Burner damage range is now 3-4 up from 2-4
Launcher attack no longer LOS checks units
AI move-attack now correctly checks if units can move
Fix for burner self targetting sometimes (?)
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
Biter health 6->10, attack 6->3
Added UnitCategory to UnitDefinitionSO, categorised units.
Reworked healer again to be a single target, higher range, 5 health heal.
Healers limited to 1 per squad.
Rebuilt default squads to only have 1 healer.
Attacks now have a BuffMin/BuffMax which can be used for positive attack effect ranges.
Healer now does 1-2 unblockable damage to enemies or 5health to a friendly.
Switched to Facepunch.Steamworks
Fixed avatars using linear
Moved SteamLibraries to Editor folder
Jenkinsfile report build errors