Remove landing behaviour from force-move orders on selectable buildings.

This commit is contained in:
Paul Chote
2019-10-21 17:53:34 +01:00
parent 34f4c9bdaa
commit 27205b30e5

View File

@@ -1169,6 +1169,7 @@ namespace OpenRA.Mods.Common.Traits
public class AircraftMoveOrderTargeter : IOrderTargeter
{
readonly Aircraft aircraft;
readonly BuildingInfluence bi;
public string OrderID { get; protected set; }
public int OrderPriority { get { return 4; } }
@@ -1177,6 +1178,7 @@ namespace OpenRA.Mods.Common.Traits
public AircraftMoveOrderTargeter(Aircraft aircraft)
{
this.aircraft = aircraft;
bi = aircraft.self.World.WorldActor.TraitOrDefault<BuildingInfluence>();
OrderID = "Move";
}
@@ -1194,10 +1196,18 @@ namespace OpenRA.Mods.Common.Traits
if (target.Type != TargetType.Terrain || (aircraft.requireForceMove && !modifiers.HasModifier(TargetModifiers.ForceMove)))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceMove) && aircraft.Info.CanForceLand)
OrderID = "Land";
var location = self.World.Map.CellContaining(target.CenterPosition);
// Aircraft can be force-landed by issuing a force-move order on a clear terrain cell
// Cells that contain a blocking building are treated as regular force move orders, overriding
// selection for left-mouse orders
if (modifiers.HasModifier(TargetModifiers.ForceMove) && aircraft.Info.CanForceLand)
{
var building = bi.GetBuildingAt(location);
if (building == null || building.TraitOrDefault<Selectable>() == null || aircraft.CanLand(location, blockedByMobile: false))
OrderID = "Land";
}
var explored = self.Owner.Shroud.IsExplored(location);
cursor = self.World.Map.Contains(location) ?
(self.World.Map.GetTerrainInfo(location).CustomCursor ?? "move") :