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Fix actors returning fire at invisible attackers #17150

merged 2 commits into from Nov 8, 2019


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abcdefg30 commented Sep 26, 2019

Closes #16335.
Closes #16461.

Reproduction case:

  • Place two teslas inside arms range, but outside vision range
  • Move a single rifle man right next to one coil into the vision range of the other coil
  • The other coil will kill the rifle man and although not doing damage still hit the first coil
  • The first coil will start firing at the unrevealed tesla coil


@abcdefg30 abcdefg30 force-pushed the abcdefg30:backfired branch from 9b68774 to 248295b Sep 26, 2019
However, this does not check if any existing IMove traits are enabled.

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Punsho commented Sep 26, 2019

related #16335

@reaperrr reaperrr mentioned this pull request Nov 3, 2019
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reaperrr commented Nov 8, 2019

Code looks good to me, but not tested yet.
If someone else (maybe @matjaeck ?) can confirm that it works as intended before I get around to testing it myself, lgtm.


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matjaeck commented Nov 8, 2019

@reaperrr Sure, I'll post my findings later today.

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matjaeck left a comment

The bug that tesla coils return fire at unrevealed actors is fixed. Their range has already been lowered to equal their vision in #17077 fwiw, so you'll need to revert that for testing the original issue. I didn't notice any changes wrt unit behavior for humans and AI, so LGTM.

@reaperrr reaperrr merged commit a586f10 into OpenRA:bleed Nov 8, 2019
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@abcdefg30 abcdefg30 deleted the abcdefg30:backfired branch Nov 9, 2019
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