Occupied cells was defined by height yet we didn't update actor map on changing height. This in some scenarios could have caused the aircraft to forget to remove its influence from actor map
When the Land activity is run, the aircraft adds influence to the cell so it cannot be used by other actors. When the TakeOff activity runs, it removes the influence so the cell can be used by other actors.
However, when a Carryall picks up a unit, it is told to Land with a vertical offset - it never reaches ground level. When the TakeOff activity runs, it saw the aircraft was above ground level and bailed out. The means the influence is never removed. The cell is now unusable despite the fact the Carryall has left.
To fix this, TakeOff now checks if influence was applied instead of checking if the aircraft is above ground level. If so, we know the Land activity had decided that influence was required, even if the aircraft has not made it to ground level. When TakeOff runs, it will treat it as a proper take off event even though the aircraft is already above ground level. This means influence will be removed and the cell will become accessible as intended.
In ActorMap, we also fix a design flaw where disposed actors where excluded from queries. This caused cache inconsistencies with clients using ActorMap.CellUpdated event to rely on updates. This event will not get called when the actor was disposed, so the downsteam client may have cached the actors at that location, only for them to "change" when the actor is later disposed. This could cause the Locomotor and HierarchicalPathFInder to have inconsistent views of the actors on the map, causing crashes if the inconsistent state broken some internal invariants. The only reason to exclude disposed actors would be to cover up for the actors not being removed properly from the map, which is fixed now aircraft are handled correctly. If ever an actor isn't removed from the actor map, then the caller needs fixing rather than having the actor map exclude it.
- Make it self-contained by moving actual take-off
from 'Fly' to this
- Make 'moveToRallyPoint' a simple boolean
- Make AttackMove to rally point a child activity
- Make TakeOff uninterruptible
1. TakeOff's Tick() method never checks itself whether it is canceled
2. If NextActivity is null, TakeOff is the only activity on the queue
3. Takeoff canceling the queue then just cancels itself, with no effect at all
4. If Takeoff however is running as an inner activity, it will cancel the complete main queue, wrecking all sorts of havoc
- TakeOff.Tick was nulling a local variable, rather than the Reservation field - this is changed to call UnReserve which does the right thing.
- Aircraft.ResolveOrder was missing an UnReserve call before setting a new reservation.