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Fix spurious unit deaths during bridge transitions #15025

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merged 2 commits into from Apr 9, 2018

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chrisforbes commented Apr 7, 2018

To test this, place actors near TD short bridges (which have generous footprints) and destroy or repair the bridge.

chrisforbes added some commits Apr 7, 2018

Add IPositionable.CanExistInCell
This is like CanEnterCell, but doesn't take into account conflicting
actors, etc.
Use IPositionable.CanExistInCell in Bridge/GroundLevelBridge
We don't care whether there's empty space for the actor now -- we care whether
the terrain the actor is ALREADY standing on remains suitable after the
bridge state change.

@chrisforbes chrisforbes force-pushed the bridges-dont-kill-people branch from 633f7f1 to 864d57f Apr 7, 2018

@chrisforbes chrisforbes requested review from pchote and cjshmyr Apr 7, 2018

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pchote commented Apr 7, 2018

Why is GitHub showing the Fossa and second appveyor check here?

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pchote left a comment

I haven't tested this, but it is the correct approach.

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chrisforbes commented Apr 7, 2018

Ugh, it seems I pushed the branch for this to OpenRA/OpenRA rather than my own fork -- so it triggers everything. I've turned off the FOSSA integration, it appears to be misconfigured still.

@chrisforbes chrisforbes requested a review from abcdefg30 Apr 9, 2018

@abcdefg30 abcdefg30 merged commit 770f14f into bleed Apr 9, 2018

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@abcdefg30 abcdefg30 deleted the bridges-dont-kill-people branch Apr 9, 2018

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abcdefg30 commented Apr 9, 2018

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