New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix queued move activities. #13528

merged 1 commit into from Jun 18, 2017


None yet
3 participants

pchote commented Jun 18, 2017

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.

@pchote pchote added this to the Playtest featuring updated HitShapes milestone Jun 18, 2017


lgtm, 👍

@reaperrr reaperrr merged commit 4040863 into OpenRA:bleed Jun 18, 2017

2 checks passed

continuous-integration/appveyor/pr AppVeyor build succeeded
continuous-integration/travis-ci/pr The Travis CI build passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment