Used MAX_FAILED_MOVEMENTS (a fixed constant) instead of
m_FailedMovements, making the "every N failures" clause always
false at compile time. Alternation only ever fired once per
failure streak instead of periodically as intended.
Introduced in 70ec781.
There is no point in calling `CCmpCinemaManager::StartPlayingQueue`
again after deserializing, `m_WasMapRevealed` is (de)serialized anyway
and that call always overwrote it to false, which caused OOS.
`UpdateActivePath`, which is called each frame during rendering, mustn't
call `StopPlayingQueue`, since that impacts the serialized simulation
state.
And it is safe to assume `!m_PathQueue.empty()` if
`m_IsPlayingPathQueue`
Only send the CinemaQueueEnded message at the end of
`CCmpCinemaManager::StopPlayingQueue`, after resetting everything.
The other components would expect the queue to actually have ended
(`CCmpCinemaManager::IsPlayingQueue` to be returning false) when
receiving the message.
Territory influence weights could cause other players' territories to
overlap with buildings, leading to incorrect territory ownership and
buildings decaying even when they should be within their own territory.
This fix ensures that all tiles occupied by a building's footprint are
always owned by the building's owner, regardless of influence weights
from nearby structures.
Obstruction cluster are found in walls. Since position of walls would never change, that erroneous code path was probably never executed, hence it never caused any observable problems. Fixing this anyway in case it would be relevant in future.
cmpPosition was declared but never read anywhere in the function,
likely left over from an earlier refactor — each unit's own position
is already fetched correctly inside the loop via unitPos. CmpPtr
construction is a pure lookup with no side effects, so removing the
unused instance doesn't change behaviour.
In `CCmpPathfinder::CheckBuildingPlacement`, the boundary check for the
vertical grid dimension (`j > m_TerrainOnlyGrid->m_H`) allowed `j` to equal
`m_TerrainOnlyGrid->m_H`. Since grid indices are 0-based (valid row indices
range from `0` to `m_H - 1`), this boundary condition allowed the loop to
execute with an out-of-bounds row index, leading to an invalid memory
read (`m_TerrainOnlyGrid->get(i, j)`) and potential segfaults.
This patch changes the comparison operator to `j >= m_TerrainOnlyGrid->m_H`,
ensuring that spans extending to or past the grid height bound are properly
flagged as out-of-bounds.
range.GetInternalValue() is an i32; multiplying it by 2 before the cast
to i64 could overflow instead of widening, corrupting the divisor. Cast
to i64 first.
38b33b0484 added a visibility filter to TestEntityQuery, active whenever
a query sets preferMirages - which UnitAI's attack range query does.
However, those filters do not work for Gaia, and so the query never
returned anything.
In `CCmpObstruction::ResolveFoundationCollisions`, the nested loop
intended to assign a persistent control group to colliding normal
entities was incorrectly iterating over `normalEnts` instead of
`persistentEnts`.
This caused the function to attempt to clobber default control groups
with other non-persistent groups, completely bypassing the intended
`ControlPersist` logic.
This patch fixes the inner loop to correctly iterate over
`persistentEnts`, ensuring foundations properly inherit persistent
control groups.
Fixes: 9ae084519f
Adds baseRange parameter to parabolic queries for combined
2D + parabolic detection. StandGround and Chase stances now
use attack range (parabolic) with vision as baseRange, allowing
units to attack enemies visible through friendly vision.
Buildings benefit as well via BuildingAI.
Introduce CanEverReachTarget in the Attack component to check whether
a target is geometrically reachable at all, accounting for height
offsets and turreted units inside buildings.
For non-parabolic attacks (e.g. melee), a simple 3D distance check
from the closest approach point is used.
For parabolic attacks (e.g. ranged), the parabolic range formula
is used to determine if the height difference is surmountable
from the closest horizontal distance to the target.
Add GetClosestApproachDistanceToTurretPoint to TurretHolder
to estimate the minimum horizontal distance to a turret point,
using its local offset and the holder's obstruction size.
Passable buildings are not considered obstacles.
Fixes units on the ground trying to attack unreachable units on walls
or towers when the projectile's arc cannot reach the required height.
The parabolic range formula in GetEffectiveParabolicRange was only
computating height differences from manual HeightOffset values,
completely ignoring actual terrain elevation.
This meant units on hills received no tactical advantage
despite the UI stat tooltip correctly showing extended ranges.
Fixes#8889
966727b52e made the player state an enum and introduced more descriptive
functions to achieve the same thing, but it seems they were forgotten to
be replaced in a few places, which this patch fixes.
Adjust function arguments to prevent errors when loading/rejoining a game with AI. These occurred due to 2f2cbb96bf not adding arguments for the state/playerID
Fixes: #9001
A regex-based
search across the codebase confirms there are no other instances
of "Man" that should be renamed to "Manager".
Variables were not renamed.
This commit performs code cleanup to improve
code clarity and consistency:
Remove redundant 'virtual' keywords from methods that are already marked
with 'final' or 'override', as well as reducing redundant 'override
final's to 'final'.
The disabled test are all broken one way or another. The maps used in
the tests got renamed. The pathfinder component got some performance
improvements which now require to call UpdateGrid() once before use.
Finally for the InitAttributes to be deep frozen they need to be an
object, so initialize them.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>