Merge pull request #12160 from abcdefg30/hboxYak
Fix yaks trying to attack invalid targets
This commit is contained in:
@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Scripting
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public void Attack(Actor targetActor, bool allowMove = true, bool forceAttack = false)
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{
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var target = Target.FromActor(targetActor);
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if (!target.IsValidFor(Self) || target.Type == TargetType.FrozenActor)
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if (!target.IsValidFor(Self))
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Log.Write("lua", "{1} is an invalid target for {0}!", Self, targetActor);
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if (!targetActor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !Self.Owner.CanTargetActor(targetActor))
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@@ -98,5 +98,11 @@ namespace OpenRA.Mods.Common.Scripting
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attackBase.AttackTarget(target, true, allowMove, forceAttack);
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}
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[Desc("Checks if the targeted actor is a valid target for this actor.")]
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public bool CanTarget(Actor targetActor)
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{
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return Target.FromActor(targetActor).IsValidFor(Self);
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}
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}
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}
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@@ -236,15 +236,14 @@ end
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TargetAndAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") end)
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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else
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yak.Wait(DateTime.Seconds(5))
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end
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end
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if target and yak.AmmoCount() > 0 then
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if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
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yak.Attack(target)
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else
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yak.ReturnToBase()
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@@ -257,15 +257,13 @@ end
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TargetAndAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") end)
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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else
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yak.Wait(DateTime.Seconds(5))
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end
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end
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if target and yak.AmmoCount() > 0 then
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if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
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yak.Attack(target)
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else
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yak.ReturnToBase()
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@@ -75,7 +75,7 @@ end
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Yak = nil
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YakAttack = function(yak)
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local targets = Map.ActorsInCircle(YakAttackPoint.CenterPosition, WDist.FromCells(10), function(a)
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return a.Owner == allies1 and not a.IsDead and a ~= Einstein and a ~= Tanya and a ~= Engineer
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return a.Owner == allies1 and not a.IsDead and a ~= Einstein and a ~= Tanya and a ~= Engineer and yak.CanTarget(a)
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end)
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if (#targets > 0) then
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@@ -190,31 +190,30 @@ IdleHunt = function(unit)
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end)
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end
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AircraftTargets = function()
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AircraftTargets = function(yak)
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local targets = Utils.Where(Map.ActorsInWorld, function(a)
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return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health")
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return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health") and yak.CanTarget(a)
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end)
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-- prefer mobile units
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-- Prefer mobile units
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table.sort(targets, function(a, b) return a.HasProperty("Move") and not b.HasProperty("Move") end)
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return targets
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end
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YakAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) then
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local targets = AircraftTargets()
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if not target or target.IsDead or (not target.IsInWorld) or (not yak.CanTarget(target)) then
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local targets = AircraftTargets(yak)
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if #targets > 0 then
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target = Utils.Random(targets)
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else
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yak.Wait(DateTime.Seconds(5))
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end
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end
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if target and yak.AmmoCount() > 0 then
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if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
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yak.Attack(target)
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else
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yak.ReturnToBase() -- includes yak.Resupply()
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-- Includes yak.Resupply()
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yak.ReturnToBase()
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end
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yak.CallFunc(function()
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