This fixes the various edge cases that occur when multiple
Captures or Capturable traits are defined on an actor and
are toggled using conditions.
The Sabotage threshold field moves from Capturable to
Captures in order to simplify the plumbing. The previous
behaviour ingame can be restored by creating a new
capturable type for each threshold level, each with their
own Captures trait.
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
- Implemented by making the ResupplyAircraft activity recreate a new resupply activity if cancelled and also having no other queued activities.
- Tested in TD, RA, TS.
At the end of L-turns, actors often end up with an internal facing not 100% matching the direction of the next cell on their path.
As a result, if they haven't reached their destination yet, Move queues a quick Turn as ChildActivity, which previously was not considered as IsMoving.
However, we don't want those mini-turns to interrupt move animations, so we now consider them a move as well. Additionally, to avoid any issues, we make these mini-turns non-interruptible, just like the MovePart activities already are.
While the first tick of the MoveFirstHalf child would run at the parent Move tick (see 2nd-to-last line in Move.Tick), this was not the case for Turn.
As a result, this Move tick would get wasted if a Turn was necessary, which at least contibuted to that visible jerk at the end of each L-turn (actors usually don't have the exact facing needed for the next move at the end of an L-turn).
Add GrantConditionOn*Layer traits
This allows to
- drop some booleans from Locomotor
- drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile
- grant more than 1 condition per layer type (via multiple traits)
- easily add more traits of this kind for other layers
This can happen if HeliAttack tells the heli to return to base when the player doesn't have any of the RearmBuildings available, because the activity queues itself after the HRTB, and the latter will, after a forced land, then queue back HeliAttack, which then immediately queues back HRTB and so on.
Instead, we now assume that if there is no base to return to, going to NextActivity is pointless and don't queue NextActivity.
RTB was likely ordered by HeliAttack due to lack of ammo, so resuming the attack would be pointless.
#14558: MovingToRefinery takes actor instead of CPos
DeliveryOffset (previously added by the harvester) is now taken into account by the AutoCarryable
fix whitespaces
Otherwise the AI would consider the harvester 'idle' in too many situations.
This way, the AI now only uses its own resource search algorithm if the next resource patch is too far away for the FindResources activity to find it.