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Fix Move regression #19349

Merged
merged 1 commit into from
May 23, 2021
Merged

Fix Move regression #19349

merged 1 commit into from
May 23, 2021

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reaperrr
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@reaperrr reaperrr commented Apr 15, 2021

If progress == Distance, we must not move again on the same tick, but still return true to avoid losing a tick in the case
when this is the last Move tick followed by a different activity (or a new queued Move, for example via waypoints).

Fixes #19347.

@reaperrr reaperrr added this to the Next release milestone Apr 15, 2021
@pchote
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pchote commented May 3, 2021

This doesn't appear to be sufficient to solve the issue, or maybe i'm doing something silly.

Testcase:

  • Apply rule changes from 8ef025a
  • Line up 1tnk, 2tnk, 3tnk next to eachother facing a long strip of clear terrain
  • Pause the game and use the /terrainoverlay to issue move orders in a straight line
  • Unpause and watch the three tanks race

The Medium Tank surges ahead with noticable jerks showing that it is still double-ticking.

@reaperrr
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Updated.

Fingers crossed, but I think I got it. Passes the above testcase now, at least.

Changed the approach to tracking the world tick we're on, which I believe makes for cleaner and easier-to-understand code, too.

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pchote commented May 15, 2021

Good idea. I think we might now be able to remove the firstTick stuff and simplify the comment too?

@reaperrr
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Updated, but put the changes in a separate commit for now.

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pchote commented May 16, 2021

LGTM otherwise and I didn't see any problems with a quick test ingame after making the above change. So 👍 after addressing that and squashing.

If progress == Distance, we must not move again on the same tick,
but still 'return true' to avoid losing a tick in the case
when this is the last Move tick followed by a different activity
(or a new queued Move, for example via waypoints).
@reaperrr
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Updated.

@teinarss teinarss merged commit acccb01 into OpenRA:bleed May 23, 2021
@reaperrr reaperrr deleted the fix-move-fix branch July 2, 2021 13:23
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With "move jumpy-ness" fix, speed of 128 results in faster movement than it should
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