There was an infinite loop:
Order.Gather -> MustKill (L497) -> PushOrderFront(Attack) (L526) ->
NotInRange (L410) -> NotAbleToMove, thus finish order (L426/427) ->
Restart from Order.Gather.
We do two things here:
- Assume we don't have vision when garrisoned, which is not a bad
assumption.
- Check the range and if we are not able to move and not in range,
finish the order.
Introduced in: d3c3072c83
Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4349Fixes: #6377
Tested by: @Langbart
Comments by: @Silier, @Stan
This was SVN commit r26044.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.
That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.
Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.
This was SVN commit r25192.
While they often look alike, their behaviour is totally different.
This split has some implications:
- There are now separate auras for garrisoning and turrets.
- Entities can now have both turret points and garrison slots,
independent of eachother.
In general previous behaviour is maintained as much as possible.
Differential revision: D3150
Comments by: @Nescio, @wraitii
Tested by: @v32itas
This was SVN commit r25123.