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
+4 -1
View File
@@ -174,6 +174,8 @@ method onBotDeath*(bot: ModularBot, e: BotDeathEvent) =
bot.enemyTracker.markDead(e.victimId) bot.enemyTracker.markDead(e.victimId)
if bot.enemyCount > 0: if bot.enemyCount > 0:
dec bot.enemyCount dec bot.enemyCount
if e.victimId == bot.currentTargetId:
bot.isRamming = false
method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) = method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) =
# minNumberOfParticipants == maxNumberOfParticipants for fixed battles; self is -1 # minNumberOfParticipants == maxNumberOfParticipants for fixed battles; self is -1
@@ -256,7 +258,8 @@ method run*(bot: ModularBot) =
setRadarTurnRate(radarRate) setRadarTurnRate(radarRate)
go() go()
# --- Target selection (sticky) --- # --- Target selection (sticky) --- lock target during ram to prevent dangerous switch
if not bot.isRamming:
let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest) let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest)
if bot.shouldSwitchTarget(candidateId): if bot.shouldSwitchTarget(candidateId):
if candidateId != bot.currentTargetId: if candidateId != bot.currentTargetId: