0ad/source/simulation2
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
..
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
docs Replace deprecated jsval with JS::Value. 2017-08-28 10:27:36 +00:00
helpers Adapt unitMotion to edge-edge distance checks. 2019-07-01 19:50:06 +00:00
scripting Remove "MoveStarted" messages 2019-06-08 12:53:28 +00:00
serialization SpiderMonkey-related changes in preparation for the upgrade to SpiderMonkey 45, refs #4893. 2019-01-13 16:37:41 +00:00
system Update precompiled headers to improve build times. 2019-05-26 07:21:12 +00:00
tests Test we can destroy INVALID_ENTITY 2019-01-06 16:32:50 +00:00
MessageTypes.h Remove "MoveStarted" messages 2019-06-08 12:53:28 +00:00
Simulation2.cpp Remove unnecessary argument from CSimulation2::InitGame 2018-02-09 19:50:01 +00:00
Simulation2.h Remove unnecessary argument from CSimulation2::InitGame 2018-02-09 19:50:01 +00:00
TypeList.h Fix units not being able to play sounds when walking and running 2018-02-24 18:13:03 +00:00