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Fix queued move activities. #13528
Mobile currently handles queued orders with a wrapper CallFunc that evaluates the pathfinder-delay and nearest-movable-cell checks just before queuing the activity (these can't be evaluated when the order is resolved). The problem is that it then queues the proper move, putting it after any other queued activities. This appears to work if you only have moves in the queue (since the later orders will do the same thing, and the final moves all run in the same order), but breaks badly as soon as you have anything else in there.
This PR moves the pathfinder-delay and nearest-movable-cell checks into the activity itself, with a flag to enable these only for player-issued orders. This should maintain the same behaviour as before, except that the target line is set at the start, consistent with our other activities.