bugfix for switching to another command should be immediate and not wait until the current skill in finished
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1c96073db4
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@ -281,6 +281,7 @@ Unit::Unit(int id, UnitPathInterface *unitpath, const Vec2i &pos, const UnitType
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Unit::mapMemoryList[this]=true;
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#endif
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changedActiveCommand = false;
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lastSynchDataString="";
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modelFacing = CardinalDir::NORTH;
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lastStuckFrame = 0;
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@ -1141,6 +1142,9 @@ CommandResult Unit::giveCommand(Command *command, bool tryQueue) {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
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//printf("In [%s::%s] Line: %d unit [%d - %s] command [%s] tryQueue = %d command->getCommandType()->isQueuable(tryQueue) = %d\n",__FILE__,__FUNCTION__,__LINE__,this->getId(),this->getType()->getName().c_str(), command->getCommandType()->getName().c_str(), tryQueue,command->getCommandType()->isQueuable(tryQueue));
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if(command->getCommandType()->isQueuable(tryQueue)) {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
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if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] Command is Queable\n",__FILE__,__FUNCTION__,__LINE__);
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@ -1187,7 +1191,9 @@ CommandResult Unit::giveCommand(Command *command, bool tryQueue) {
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//empty command queue
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if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] Clear commands because current is NOT queable.\n",__FILE__,__FUNCTION__,__LINE__);
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changedActiveCommand = (commands.size() > 0);
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clearCommands();
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//printf("In [%s::%s] Line: %d cleared existing commands\n",__FILE__,__FUNCTION__,__LINE__);
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
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}
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@ -1198,6 +1204,7 @@ CommandResult Unit::giveCommand(Command *command, bool tryQueue) {
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CommandResult result= checkCommand(command);
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if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] checkCommand returned: [%d]\n",__FILE__,__FUNCTION__,__LINE__,result);
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//printf("In [%s::%s] Line: %d check command returned %d, commands.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,result,commands.size());
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
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@ -1528,6 +1535,11 @@ void Unit::updateTimedParticles() {
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bool Unit::update() {
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assert(progress <= 1.f);
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if(changedActiveCommand) {
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changedActiveCommand = false;
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return true;
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}
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//highlight
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if(highlight > 0.f) {
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const Game *game = Renderer::getInstance().getGame();
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@ -401,6 +401,8 @@ private:
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//static Mutex mutexDeletedUnits;
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//static std::map<void *,bool> deletedUnits;
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bool changedActiveCommand;
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public:
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Unit() : id(-1) {
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assert(false);
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