Mark
7f5ca45097
PowerSystem: Streamlined behavior of neutral network
...
The check for several neutral networks is more strict now, however. Did
not report an error in the unit test, so it *should* be OK.
2017-09-10 19:33:56 +02:00
Mark
6149f7de8a
PowerSystem: Streamline method behaviour
...
Linked flag changing now always updates all networks (which is not very
hard on the performance), special treatment for neutral network will be
removed with the next commit.
2017-09-10 19:18:52 +02:00
Mark
0c148530a6
PowerSystem: Network creation as a function
2017-09-10 18:11:05 +02:00
Mark
28b22c6c62
PowerSystem: Use getter and setter internally
2017-09-10 15:43:19 +02:00
Mark
cc21da2315
PowerSystem: Move network merging from flag to power library.
...
This is not totally finished yet, but this far it is mere refactoring
without changing the system itself.
2017-09-10 14:34:18 +02:00
Mark
4fab0cf47e
PowerSystem: Make system overloadable
...
Replaced hardcoded method calls with a wrapper function
2017-09-10 12:54:11 +02:00
Mark
4838093aaf
Seed: Extract function for planting manually
...
Makes it possible to plant manually if some object overloads ControlUse
2017-09-02 21:15:38 +02:00
Julius Michaelis
c4cd9dda63
Set VIS_Editor in Library_Goal to avoid forgetting it in future goals
...
Fixes #1932
2017-09-01 15:59:51 +02:00
Mark
d1996e45df
Structure: Improved SetBasement
...
The access to editor actions poses a problem sometime when deleting
basements.
2017-08-27 10:40:44 +02:00
Maikel de Vries
fd42ddd823
add script option to block cutting of pipes
...
This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Fulgen301
f80e9dbd1a
Display carry heavy objects on the clonk's back while swimming ( #1764 )
2017-08-14 14:49:45 +02:00
Mark
eb1657c3e3
Wearable: Attachment flags
...
Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries
bbdd38830e
show keys to cycle between interaction objects
2017-08-12 22:14:54 +02:00
Mark
e73c206bdd
Constructor: Modular construction menu
...
Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark
7f30f4d971
Fix #1930
...
Contained clonks can interact with their container now. Changed the
order of issued calls around a little, but it should not create unwanted
effects.
2017-07-23 20:37:53 +02:00
Mark
62ff92aa97
Structure: Allow basement override
...
Structures created basements with ID Basement, now the basement type can
be defined with the callback GetBasementID (default value is Basement)
2017-07-22 23:47:16 +02:00
Mark
ee4ac9e825
Structure: Callback for too much damage
...
Added callback OnNoHitPointsRemaining() that is called if whenever the
structure is about to be removed because it took too much damage. Should
the callback return true, then the damage counts as handled and the
structure will not be removed.
2017-07-22 23:47:15 +02:00
Mark
e20d5e87ae
Library: Edible items
...
All the functionality for food is bundled in one library now
2017-07-13 21:48:36 +02:00
Maikel de Vries
12e8ee6636
fix lightning striking certain objects and loosing strength
2017-07-12 22:37:03 +02:00
Maikel de Vries
3a2c68dcc9
interaction menu: add callback target for menu entries
...
This allows to forward menus of one object to its parent properly. A specific usecase is cannons, which are soon to come (hopefully).
2017-06-26 17:28:40 +02:00
Mark
6cb154fabd
UseControl: Prevent possible call on null object
...
This usually happens in the following case from ClonkControl.ocd/Script.c:
// Release commands are always forwarded even if contents is 0, in case we
// need to cancel use of an object that left inventory
if (contents || (status == CONS_Up && GetUsedObject()))
{
if (ControlUse2Script(ctrl, x, y, strength, repeat, status, contents))
return true;
}
It could also be necessary that, instead of contents, either "this", or GetUsedObject() should be passed. Not sure which one was intended.
2017-06-21 00:06:12 +02:00
Sven Eberhardt
04ec41b54c
Hide Wearable and RangedWeapon libraries in object creator
2017-05-27 16:34:33 +09:00
Sven Eberhardt
a2d6b65668
Add Title.txt for group folders in Objects.ocd and Decoration.ocd
2017-05-27 16:31:46 +09:00
Maikel de Vries
9e9e664581
only show entering interaction if actually standing at the entrance of an object
2017-05-13 15:04:02 +02:00
Maikel de Vries
496c73a50f
add a method to calculate the area to the shape library
2017-05-13 14:59:14 +02:00
Maikel de Vries
fd734330d6
first try to enter pushed vehicle when entering objects
...
There was no possibility to enter vehicles into yet, so this would be my first attempt to solve this, we can evaluate this and improve if needed.
2017-05-12 14:38:36 +02:00
Maikel de Vries
f3291bb84f
clean up and document relaunch rule
...
Also fix script errors in melting castle.
2017-05-01 11:00:51 +02:00
Nicolas Hake
23f6c74c4b
Merge pull request GH#37 from Fulgen301/Rule_Relaunch
2017-04-12 17:45:51 +02:00
Clonkonaut
06a1ebe255
Fix RemoveReproductionEffect() in Animal Library.
2017-04-10 17:24:20 +02:00
Maikel de Vries
78d4fa4042
animal library: allow overloading reproductionconditions
2017-03-27 09:44:28 +02:00
Fulgen301
b0219b4614
Modify Scoreboard_Relaunch in order to work with Rule_Relaunch
2017-03-25 14:01:06 +01:00
Sven Eberhardt
d4b036b541
Add weapon speed setting to enemy spawn
2017-03-05 11:27:44 -05:00
Sven Eberhardt
1c7ee21903
Add weapon speed setting to ranged weapons
2017-03-04 22:47:17 -05:00
Maikel de Vries
60f3e206cc
fix variable shadowing in some scripts
2017-02-13 19:04:27 +01:00
Maikel de Vries
8d56434fc5
fix possible script runtime error in aim manager library
2017-02-02 21:47:55 +01:00
Maikel de Vries
85ce25fb0f
add editor button to place basement under a structure
2017-01-15 15:38:33 +01:00
Mark
38648dedcc
UseControl: #1873 Prevent use while a menu is opened.
...
Using objects was blocked by the GUI menus and the ObjectControl() function anyway, but (!) it was not blocked for the old style menus that can still be used.
2017-01-13 00:05:35 +01:00
Mark
92e53fe09f
UseControl: Merge the two if-blocks that share the same condition
2017-01-12 23:58:38 +01:00
Mark
172613e0c9
Clonk Control / Ladder: Add possibility of triggering a jump with ydir
...
This was part of a bugfix in the ladder for Hazard: The ladder lets the Clonk execute a jump with Clonk.JumpSpeed / 2 at the top. This is useful for extra jumps and other things where you want to force the clonk to jump.
Regarding the ladder: The most of the problems with ladders arise from the OC implementation. Further commits may follow.
2017-01-06 21:58:13 +01:00
Mark
2168a6948a
Base Material: Remove more duplicate code
2017-01-06 15:38:16 +01:00
Mark
879f21acaf
Base Material: Add brackets.
2017-01-06 15:34:25 +01:00
Mark
65850d4015
Base Material: Extracted function for accessing the player's base material
...
Reduces duplicate code.
2017-01-06 15:27:11 +01:00
Mark
32245bfb20
Base Material: Rename 'def' to 'material'
2017-01-06 15:19:15 +01:00
Mark
2b5a2740b4
Base Material: Rename 'cnt' to 'amount'
2017-01-06 15:18:11 +01:00
Mark
548d2a7b13
Base Material: Rename 'plr' to 'player'
2017-01-06 15:16:02 +01:00
Clonkonaut
e4cfd39fdc
Let plants grow less crowded, especially different kinds of plants ( #1607 ).
...
This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Mark
83486fceb8
Control: Format scripts
2017-01-03 18:04:10 +01:00
Mark
fa28a7a643
Control: Extract library for using menus
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:49 +01:00
Mark
39c54c323c
Control: Extract library for using objects
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:32 +01:00
Maikel de Vries
efed830df3
fix liquid container accepting materials and show them in interaction menu
2017-01-02 18:33:14 +01:00
Maikel de Vries
59961f3a17
remove base library
...
* remove library itself
* remove GetBase()
* change flagpole, etc.
* move basematerial library to vendor
2016-12-28 18:19:10 +01:00
Sven Eberhardt
16988e76f0
Add "flip" EditorAction to structures
2016-12-28 08:50:19 -04:00
Maikel de Vries
2392f85358
fix another c4script error when updating power network
2016-12-26 17:55:45 +01:00
Maikel de Vries
a422c6d6ec
power storage: save stored power and make editor property
2016-12-26 17:55:45 +01:00
Maikel de Vries
84d621fc5a
fix script runtime error when updating power networks
2016-12-26 17:55:45 +01:00
Mark
bace3b7d2b
#1710 : Remove logs for debugging
2016-12-25 19:21:16 +01:00
Mark
45f98ce03a
#1710 : Fix the bug
...
The problem was that the call to Actmap.*.StartCallLadderOverloaded happend parallely with the ladder search effect and finished after the search effect call was finished, starting a wall jump animation after the Clonk grabbed the ladder.
2016-12-25 19:21:08 +01:00
Mark
17d6bb0e1b
#1710 : Logs for debugging
2016-12-25 19:21:01 +01:00
Maikel de Vries
42c8dbc2c8
make producer continue directly after production finishes
2016-12-25 17:48:07 +01:00
Maikel de Vries
135a7d8aff
fix support for multiple liquids in liquid containers
2016-12-25 12:48:15 +01:00
Maikel de Vries
ae40126dbb
implement pumping specific liquids only
2016-12-24 14:09:47 +01:00
Maikel de Vries
c7afed1aeb
allow pumping liquids from container (foundry and steam engine)
2016-12-24 14:09:47 +01:00
Maikel de Vries
7715d961f5
add information about whether power storages are being filled to the power display
2016-12-18 12:20:36 +01:00
Maikel de Vries
95e520a941
initialize power library local vars in construction callback ( #1868 )
2016-12-18 11:08:51 +01:00
Clonkonaut
afc565a419
Re-enabled automatic bucket emptying ( #1867 ).
2016-12-18 00:50:35 +01:00
Maikel de Vries
7ef0fc5568
don't let producers empty extra slots ( #1864 )
2016-12-16 21:37:47 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
1d258d3d48
fix ( #1846 ) for real now
2016-12-01 23:02:43 +01:00
Maikel de Vries
7552fd94f7
fix ownership changes of moving flags ( #1846 )
2016-11-28 00:53:48 +01:00
Mark
d356d9db3d
Fix inherited() calls
...
The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Mark
94ec4e336b
Fix inherited(...) calls
...
The named parameters have to be handed down, because the ... operator only passes all the unnamed parameters.
2016-11-26 17:56:41 +01:00
Mark
5fc6ae05f8
HUD Modularity: Move library as suggested by Clonkonaut
2016-11-26 11:12:09 +01:00
Mark
202e1ed682
HUD modularity: Callback for controller ID
...
I think that the call GUI_Controller->GetControllerID() has more appeal, but it makes the code confusing maybe.
2016-11-26 11:10:35 +01:00
Mark
b557719287
HUD modularity: Library for HUD controller
...
Extracted the basic functionality for HUDs from GUI_Controller to a library. This way, if you want to create a new HUD, you only have to include the library and all the desired components. Previously you had to copy the script from GUI_Controller, too. This holds of course only if you want to actually remove components from the HUD, and not just add to it.
Currently the GUI_Controller is referenced as the ID for the HUD, will change this to a callback.
2016-11-26 11:10:29 +01:00
Sven Eberhardt
2b6eb83e48
Fix some parameter count errors
2016-10-24 21:28:31 -04:00
Sven Eberhardt
342916a1ed
Fix some implicit for loop declaration errors
2016-10-24 21:02:02 -04:00
Maikel de Vries
e124433cd5
fix playing sound when trying to enter enemy door
2016-10-16 18:47:45 +02:00
Maikel de Vries
b4cdeb3da4
base material & production: add fail safes and remove entries with zero material
2016-10-16 18:47:45 +02:00
Mark
2957a777b3
Goal: Extracted function NotifyPlayerHUD
...
Removed duplicate code in the process.
2016-10-09 11:53:25 +02:00
Mark
35e8a43f82
Goal: Optimize HUD updates
...
No more lacking behind the fulfillment status.
2016-10-09 11:50:06 +02:00
Mark
84dd95df34
Goal controller: Player parameters for goal display functions
...
Allows goals with different symbols per player.
2016-10-09 11:34:13 +02:00
Lukas Werling
ddb34ab5cb
Disallow interaction with actively controlled Clonks
...
This prevents inventory stealing which is undesirable in cooperative
scenarios with competitive elements (e.g. some races) and confusing to
players.
2016-10-05 22:14:40 +02:00
Maikel de Vries
89be9bd158
implement scenario saving for liquid tank, pump & pipe
2016-10-03 18:07:49 +02:00
Maikel de Vries
1483620b2b
fix c4script runtime error in power system when pump is initialized
2016-10-02 23:23:20 +02:00
Maikel de Vries
b42a4b824b
insect swarm: fix movement issues
2016-09-30 18:58:42 +02:00
Mark
58d42b8fd8
Library Lamp: Extracted functions.
...
Did this change a long time ago, probably for re-using functions in a derived object.
2016-09-15 19:17:17 +02:00
Sven Eberhardt
22af9f0e8c
Fix landscape placement functions ( #1820 , #1821 )
2016-09-14 21:30:57 -04:00
Sven Eberhardt
282a561462
Add editor props and user actions for boiling lava and acid
...
Also optimize the timer
2016-09-06 00:06:37 -04:00
Sven Eberhardt
6aeeff0545
Add Library_Stackable editor props
2016-09-05 20:19:25 -04:00
Sven Eberhardt
db986e3dd7
Allow repeated ejection of infinite material stack counts in bucket and barrel
2016-09-05 20:08:30 -04:00
Sven Eberhardt
3330c592e3
Improve PlayerStart initial material setting to allow specification of weapon ammo, stackable stack count and liquid contents
2016-09-05 20:01:47 -04:00
Sven Eberhardt
6a78a9facb
Fix scenario saving of some animal and plant properties
2016-09-04 02:52:03 -04:00
Sven Eberhardt
bdbce1c4c9
Fixes and EditorProps for plant reproduction
2016-09-01 23:54:27 -04:00
Sven Eberhardt
9cec9b5071
Make animal library properties editor-adjustable
...
Allows e.g. placement of animals that do not reproduce.
2016-09-01 02:23:42 -04:00
Sven Eberhardt
cd4e419aef
Disallow interaction menu on hostile and neutral clonks
...
Stealing items in melees or taking quest items from NPCs is a bit odd.
2016-08-30 19:54:58 -04:00
Maikel de Vries
788ba6e0c4
allow swapping source and drain pipe at the pump
2016-08-27 17:10:30 +02:00
Sven Eberhardt
56adee6bb9
Add script goal editor properties and user actions
2016-08-20 01:55:22 -04:00
Clonkonaut
6a80ce8edb
Hot Ice Hotfix: Prevent grenade launcher from getting stuck uselessly in aim mode.
...
This fix might be dangerous, I do not know it. I have no real idea what this line was supposed to do. But it certainly prevented the release use command from getting to the used item in certain corner cases (right between loading and aiming).
I tested a bunch of vehicle and they work fine so far. So maybe this line was useless and harmful after all.
2016-08-20 00:56:50 +02:00
Clonkonaut
01232b61a5
Fixed taking off of helmet when putting on another.
2016-08-17 20:23:33 +02:00
Maikel de Vries
192ccc0203
prevent hitting self with reverse throw ( #1759 )
2016-08-15 19:20:08 +02:00