Make EngineerRepairable conditional.

This commit is contained in:
Mustafa Alperen Seki
2020-03-10 22:25:24 +03:00
committed by atlimit8
parent 9e534f3804
commit 101843fbb7
3 changed files with 21 additions and 6 deletions

View File

@@ -108,11 +108,11 @@ namespace OpenRA.Mods.Common.Traits
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
if (engineerRepairable == null)
var engineerRepairable = target.TraitOrDefault<EngineerRepairable>();
if (engineerRepairable == null || engineerRepairable.IsTraitDisabled)
return false;
if (!engineerRepairable.Types.IsEmpty && !engineerRepairable.Types.Overlaps(info.Types))
if (!engineerRepairable.Info.Types.IsEmpty && !engineerRepairable.Info.Types.Overlaps(info.Types))
return false;
if (!info.ValidStances.HasStance(self.Owner.Stances[target.Owner]))
@@ -126,6 +126,10 @@ namespace OpenRA.Mods.Common.Traits
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
// TODO: FrozenActors don't yet have a way of caching conditions, so we can't filter disabled traits
// This therefore assumes that all EngineerRepairable traits are enabled, which is probably wrong.
// Actors with FrozenUnderFog should therefore not disable the EngineerRepairable trait if
// ValidStances includes Enemy actors.
var engineerRepairable = target.Info.TraitInfoOrDefault<EngineerRepairableInfo>();
if (engineerRepairable == null)
return false;