Category dies in a fire
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@@ -182,7 +182,7 @@ namespace OpenRA.Mods.RA
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//don't select harvesters.
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var newUnits = self.World.Queries.OwnedBy[p]
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.Where(a => ((a.Info.Category == "Infantry" || a.Info.Category == "Vehicle")
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.Where(a => (a.Info.Traits.Contains<IMove>()
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&& a.Info != Rules.Info["harv"]
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&& !activeUnits.Contains(a))).ToArray();
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@@ -198,7 +198,11 @@ namespace OpenRA.Mods.RA
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if (unitsHangingAroundTheBase.Count > 5)
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{
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Game.Debug("Launch an attack.");
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// Todo: We have a trait which holds player/spawn info (MPStartLocationsInfo) - use it
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int2[] spawnPoints = Game.world.Map.SpawnPoints.ToArray();
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// At the start of the game, all you can do is investigate each spawn point
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// until you learn where some other players are.
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// this sometimes sends an attack to the bot's own spawn point,
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@@ -214,8 +218,7 @@ namespace OpenRA.Mods.RA
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private void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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var newProdBuildings = self.World.Queries.OwnedBy[p]
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.Where(a => (a.Info.Category == "Building"
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&& a.TraitOrDefault<RallyPoint>() != null
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.Where(a => (a.TraitOrDefault<RallyPoint>() != null
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&& !activeProductionBuildings.Contains(a))).ToArray();
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foreach (var a in newProdBuildings)
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