hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked
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@@ -128,16 +128,25 @@ namespace OpenRa.Game.Traits
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public MoveTo( int2 destination )
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{
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this.getPath = (self, mobile) => Game.pathFinder.FindUnitPath(self.Location, destination,
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this.getPath = (self, mobile) => Game.pathFinder.FindUnitPath(
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self.Location, destination,
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mobile.GetMovementType());
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this.destination = destination;
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}
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public MoveTo(Actor target, int range)
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{
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this.getPath = (self, mobile) => Game.pathFinder.FindUnitPathToRange(
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self.Location, target.Location,
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mobile.GetMovementType(), range);
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this.getPath = (self, mobile) =>
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{
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var p = Game.pathFinder.FindUnitPathToRange(
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self.Location, target.Location,
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mobile.GetMovementType(), range);
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if (p.Count == 1 && self.Location == p[0])
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return new List<int2>(); /* hackety hack... Mobile doesn't like degenerate paths much */
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return p;
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};
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this.destination = null;
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}
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@@ -153,15 +162,15 @@ namespace OpenRa.Game.Traits
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{
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move.TickMove( self, mobile, this );
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return;
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}
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}
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if( destination == self.Location )
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{
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mobile.currentActivity = NextActivity;
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return;
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}
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if( path == null ) path = getPath(self, mobile);
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}
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if (path == null) path = getPath(self, mobile);
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if (path.Count == 0)
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{
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