0ad/source/simulation2
Lancelot de Ferrière 5ca63d19b8
Avoid idle 'flicker' because of regular formation regroups
Since 71a61d5f50, formations regularly regroup. However, units already at their correct offset should remain idle. This doesn't happen as we cannot check if we are at destination.
This exposes that and handles things properly... Unfortunately UnitAI has already left the IDLE state at this point, so we still get counted as no-longer idle for a turn.
To fix this, try and detect that particular situation without triggering infinite loops.

(cherry picked from commit 2f7ac026c1)
Signed-off-by: Itms <itms@wildfiregames.com>
2025-01-03 22:49:34 +01:00
..
components Avoid idle 'flicker' because of regular formation regroups 2025-01-03 22:49:34 +01:00
docs Update trac links with gitea links 2024-12-10 11:29:48 +01:00
helpers Return by value from CCamera::GetScreenCoordinates 2024-11-17 20:27:58 +01:00
scripting Adapt 0 A.D. to SpiderMonkey ESR 102 2024-12-09 10:43:35 +01:00
serialization Upgrade SpiderMonkey to ESR 115 2024-12-09 10:46:12 +01:00
system Adapt 0 A.D. to SpiderMonkey ESR 102 2024-12-09 10:43:35 +01:00
tests Add CXeromycesEngine 2024-11-17 18:03:49 +01:00
MessageTypes.h Revert non-ASCII characters from source and configuration files introduced in 157c6af18e. 2023-12-03 00:30:12 +00:00
Simulation2.cpp Refactor freezing of JS objects 2024-12-05 17:49:16 +01:00
Simulation2.h Don't use std::shared_ptr<ScriptContext> in the CSimulation2 2024-03-08 17:15:25 +00:00
TypeList.h Revert non-ASCII characters from source and configuration files introduced in 157c6af18e. 2023-12-03 00:30:12 +00:00