0ad/binaries/data/mods/public/simulation
wraitii f990cd2381 Ensure units do get in attacking range since that range can change over time because of elevation differences.
This is a partial revert of 4fda917f46, which skipped the
"MoveToTargetAttackingRange" in APPROACHING. I (incorrectly) assumed
that the original order was still perfectly fine, but in fact the
attacker's max range may have changed as that depends on the relative
elevation between attack and target - and so the original order might
never get us in range!
This was introduced originally in 8c74df2acd.

Add a comment to clarify this.

Further, this makes sure UnitMotion still is aware that it has a target
even if it is in range from the beginning, as that could lead
to stuckiness (and did when chasing sometimes). This was done in D1984
anyways.

Fixes #5478.

Differential Revision: https://code.wildfiregames.com/D2035
This was SVN commit r22429.
2019-07-03 18:05:11 +00:00
..
ai Fix missing slash in common-api of entity. The mistype was introduced in c1e86161b5. 2019-06-26 18:04:33 +00:00
components Ensure units do get in attacking range since that range can change over time because of elevation differences. 2019-07-03 18:05:11 +00:00
data Clean up technologie data files: 2019-06-28 15:58:21 +00:00
helpers Wrap damage types in a Damage element in XML templates to prepare for genericizing them. 2019-06-16 17:08:27 +00:00
templates Teak, dragon bamboo, scaled down some baked normal and ao maps larger than the base map, minor edits to areca palm 2019-06-19 08:16:38 +00:00