Do not go to the nearest dropsite when full and asked to hunt/slaughter and attack instead. This is fine as long as units don't decay.
Comments by: @wraitii, @Freagarach
Reported by: @FeldFeld
Fixes: #5954
Refs: 6d187f2145
Differential Revision: https://code.wildfiregames.com/D3444
This was SVN commit r25664.
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dd61eb4751
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@ -494,13 +494,6 @@ UnitAI.prototype.UnitFsmSpec = {
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return ACCEPT_ORDER;
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}
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// If the unit is full go to the nearest dropsite instead of trying to gather.
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if (!cmpResourceGatherer.CanCarryMore(msg.data.type.generic))
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{
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this.SetNextState("INDIVIDUAL.GATHER.RETURNINGRESOURCE");
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return ACCEPT_ORDER;
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}
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if (this.MustKillGatherTarget(msg.data.target))
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{
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// Make sure we can attack the target, else we'll get very stuck
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@ -534,6 +527,13 @@ UnitAI.prototype.UnitFsmSpec = {
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return ACCEPT_ORDER;
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}
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// If the unit is full go to the nearest dropsite instead of trying to gather.
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if (!cmpResourceGatherer.CanCarryMore(msg.data.type.generic))
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{
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this.SetNextState("INDIVIDUAL.GATHER.RETURNINGRESOURCE");
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return ACCEPT_ORDER;
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}
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this.RememberTargetPosition();
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if (!msg.data.initPos)
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msg.data.initPos = msg.data.lastPos;
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