Remove order.TargetActor from RepairableNear.

This commit is contained in:
Paul Chote
2018-05-24 20:13:17 +01:00
committed by reaperrr
parent ae056e969f
commit 148b5cad2c

View File

@@ -69,21 +69,24 @@ namespace OpenRA.Mods.Common.Traits
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "RepairNear" && ShouldRepair()) ? info.Voice : null;
return order.OrderString == "RepairNear" && ShouldRepair() ? info.Voice : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
{
var target = Target.FromOrder(self.World, order);
// RepairNear orders are only valid for own/allied actors,
// which are guaranteed to never be frozen.
if (order.OrderString != "RepairNear" || order.Target.Type != TargetType.Actor)
return;
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(target, info.CloseEnough));
self.QueueActivity(new Repair(self, order.TargetActor, info.CloseEnough));
if (!CanRepairAt(order.Target.Actor) || !ShouldRepair())
return;
self.SetTargetLine(target, Color.Green, false);
}
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(order.Target, info.CloseEnough));
self.QueueActivity(new Repair(self, order.Target.Actor, info.CloseEnough));
self.SetTargetLine(order.Target, Color.Green, false);
}
public Actor FindRepairBuilding(Actor self)