Fixed RepairBridgeOrderTargeter & hut logic - it now ignores dangling bridges & rejects bridges under repair

Closes #4354
This commit is contained in:
atlimit8
2014-10-18 22:30:02 -05:00
parent e257b5316c
commit 1ab5b76a3e
4 changed files with 35 additions and 28 deletions

View File

@@ -38,22 +38,22 @@ namespace OpenRA.Mods.RA
if (order.OrderString != "RepairBridge")
return null;
var bridge = order.TargetActor.TraitOrDefault<BridgeHut>();
if (bridge == null)
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
if (hut == null)
return null;
return bridge.BridgeDamageState > DamageState.Undamaged ? "Attack" : null;
return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling ? null : "Attack";
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairBridge")
{
var bridge = order.TargetActor.TraitOrDefault<BridgeHut>();
if (bridge == null)
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
if (hut == null)
return;
if (bridge.BridgeDamageState == DamageState.Undamaged)
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
return;
self.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow);
@@ -70,12 +70,12 @@ namespace OpenRA.Mods.RA
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var bridge = target.TraitOrDefault<BridgeHut>();
if (bridge == null)
var hut = target.TraitOrDefault<BridgeHut>();
if (hut == null)
return false;
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
var damage = bridge.BridgeDamageState;
var damage = hut.BridgeDamageState;
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
return false;
@@ -83,8 +83,8 @@ namespace OpenRA.Mods.RA
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
// Can't repair an undamaged bridge
if (damage == DamageState.Undamaged)
// Can't repair a bridge that is undamaged, already under repair, or dangling
if (damage == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
cursor = "goldwrench-blocked";
return true;