Fix empty activity tick when becoming idle
Activities usually don't do much more than cleanup on their last, 'null' tick. That, combined with queued activities normally only starting to tick on the next tick, would lead to visible 1-tick 'gaps' between movement activities. Non-movement activities would suffer from the same problem, only with different (presumably less noticable) symptoms. Now we start ticking any activity that was queued from OnBecomingIdle immediately, to avoid that issue.
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@@ -77,6 +77,7 @@ namespace OpenRA
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readonly IMouseBounds[] mouseBounds;
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readonly IVisibilityModifier[] visibilityModifiers;
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readonly IDefaultVisibility defaultVisibility;
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readonly INotifyBecomingIdle[] becomingIdles;
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readonly INotifyIdle[] tickIdles;
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readonly ITargetablePositions[] targetablePositions;
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WPos[] staticTargetablePositions;
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@@ -120,6 +121,7 @@ namespace OpenRA
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mouseBounds = TraitsImplementing<IMouseBounds>().ToArray();
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visibilityModifiers = TraitsImplementing<IVisibilityModifier>().ToArray();
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defaultVisibility = Trait<IDefaultVisibility>();
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becomingIdles = TraitsImplementing<INotifyBecomingIdle>().ToArray();
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tickIdles = TraitsImplementing<INotifyIdle>().ToArray();
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Targetables = TraitsImplementing<ITargetable>().ToArray();
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targetablePositions = TraitsImplementing<ITargetablePositions>().ToArray();
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@@ -141,8 +143,15 @@ namespace OpenRA
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CurrentActivity = ActivityUtils.RunActivity(this, CurrentActivity);
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if (!wasIdle && IsIdle)
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foreach (var n in TraitsImplementing<INotifyBecomingIdle>())
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{
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foreach (var n in becomingIdles)
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n.OnBecomingIdle(this);
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// If IsIdle is true, it means the last CurrentActivity.Tick returned null.
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// If a next activity has been queued via OnBecomingIdle, we need to start running it now,
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// to avoid an 'empty' null tick where the actor will (visibly, if moving) do nothing.
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CurrentActivity = ActivityUtils.RunActivity(this, CurrentActivity);
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}
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else if (wasIdle)
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foreach (var tickIdle in tickIdles)
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tickIdle.TickIdle(this);
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