Fix EngineerRepairable stance checks.

This commit is contained in:
Mustafa Alperen Seki
2019-04-13 20:28:24 +03:00
committed by reaperrr
parent 8752e76d1e
commit 2194584b25
2 changed files with 18 additions and 14 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -16,17 +17,15 @@ namespace OpenRA.Mods.Common.Activities
{
class RepairBuilding : Enter
{
readonly EnterBehaviour enterBehaviour;
readonly Stance validStances;
readonly EngineerRepairInfo info;
Actor enterActor;
IHealth enterHealth;
public RepairBuilding(Actor self, Target target, EnterBehaviour enterBehaviour, Stance validStances)
public RepairBuilding(Actor self, Target target, EngineerRepairInfo info)
: base(self, target, Color.Yellow)
{
this.enterBehaviour = enterBehaviour;
this.validStances = validStances;
this.info = info;
}
protected override bool TryStartEnter(Actor self, Actor targetActor)
@@ -37,7 +36,7 @@ namespace OpenRA.Mods.Common.Activities
// Make sure we can still repair the target before entering
// (but not before, because this may stop the actor in the middle of nowhere)
var stance = self.Owner.Stances[enterActor.Owner];
if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || !stance.HasStance(validStances))
if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || !info.ValidStances.HasStance(stance))
{
Cancel(self, true);
return false;
@@ -57,7 +56,7 @@ namespace OpenRA.Mods.Common.Activities
return;
var stance = self.Owner.Stances[enterActor.Owner];
if (!stance.HasStance(validStances))
if (!info.ValidStances.HasStance(stance))
return;
if (enterHealth.DamageState == DamageState.Undamaged)
@@ -65,9 +64,9 @@ namespace OpenRA.Mods.Common.Activities
enterActor.InflictDamage(self, new Damage(-enterHealth.MaxHP));
if (enterBehaviour == EnterBehaviour.Dispose)
if (info.EnterBehaviour == EnterBehaviour.Dispose)
self.Dispose();
else if (enterBehaviour == EnterBehaviour.Suicide)
else if (info.EnterBehaviour == EnterBehaviour.Suicide)
self.Kill(self);
}
}