Raiding units aren't flagged inactive, update code and docs#4948
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Bumber64 wants to merge 10 commits intoDFHack:developfrom
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Raiding units aren't flagged inactive, update code and docs#4948Bumber64 wants to merge 10 commits intoDFHack:developfrom
Bumber64 wants to merge 10 commits intoDFHack:developfrom
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* Add docs for units.isInPlay * Update docs w/r/t item/unit active assumptions
Since we're ruling out inactive non-dead units, prevent raiding unit jank.
* Update changelog.txt * Update Lua API.rst * Update LuaApi.cpp * Update Units.h * Update Units.cpp
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Couldn't find any places in existing code that would benefit from a |
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Replaced by #4959 |
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Add(DF unsets theUnits::isInPlayfn to checkisActivethen scanunits.active. Useful when you've got a unit pointer, but you don't know if it's in the active units vector.inactiveflag a few ticks after raiding units leave the map.)Updated some code and docs using this info. I would've changed the
isActivefunction, but there may be performance concerns. Would be great if Bay12 could just use a flag for this, but we can't count on raiding bugs being fixed this decade.Made
getUnitsInBoxrule out inactive units by default, since death and map edge locations aren't where the unit actually is.