fix(movement): lock target during ram — no switching until target dies or ram exits

This commit is contained in:
2026-09-20 12:39:11 +02:00
parent c90874affd
commit 7657699531
+10 -7
View File
@@ -174,6 +174,8 @@ method onBotDeath*(bot: ModularBot, e: BotDeathEvent) =
bot.enemyTracker.markDead(e.victimId)
if bot.enemyCount > 0:
dec bot.enemyCount
if e.victimId == bot.currentTargetId:
bot.isRamming = false
method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) =
# minNumberOfParticipants == maxNumberOfParticipants for fixed battles; self is -1
@@ -256,13 +258,14 @@ method run*(bot: ModularBot) =
setRadarTurnRate(radarRate)
go()
# --- Target selection (sticky) ---
let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest)
if bot.shouldSwitchTarget(candidateId):
if candidateId != bot.currentTargetId:
bot.currentTargetId = candidateId
bot.targetSwitchTick = bot.tick
bot.printConfig("target")
# --- Target selection (sticky) --- lock target during ram to prevent dangerous switch
if not bot.isRamming:
let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest)
if bot.shouldSwitchTarget(candidateId):
if candidateId != bot.currentTargetId:
bot.currentTargetId = candidateId
bot.targetSwitchTick = bot.tick
bot.printConfig("target")
# --- Aim + fire from tracked state (not scan event) ---
let tid = bot.currentTargetId