Fix weird plane spawn/management logic. Have Soviets ignore units that are concealed by gap generators

This commit is contained in:
Scott_NZ
2012-11-12 00:09:25 +13:00
parent e15c240a8f
commit 339c0bc520

View File

@@ -141,7 +141,7 @@ namespace OpenRA.Mods.RA.Missions
attackAtFrame += attackAtFrameIncrement;
attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
}
if (world.FrameNumber % YakSpawnTicks == 0 && SovietAircraft().Count() < MaxNumberYaks)
if (world.FrameNumber % YakSpawnTicks == 0 && SovietAircraft().Count() < MaxNumberYaks && objectives[AirbaseID].Status != ObjectiveStatus.Completed)
{
SpawnSovietAircraft();
}
@@ -150,7 +150,6 @@ namespace OpenRA.Mods.RA.Missions
ManageSovietAircraft();
}
ManageSovietUnits();
ManageSovietAircraft();
ManageSovietOre();
EvacuateAlliedUnits(exit1TopLeft.CenterLocation, exit1BottomRight.CenterLocation, exit1ExitPoint.Location);
EvacuateAlliedUnits(exit2TopLeft.CenterLocation, exit2BottomRight.CenterLocation, exit2ExitPoint.Location);
@@ -171,31 +170,32 @@ namespace OpenRA.Mods.RA.Missions
void ManageSovietAircraft()
{
var enemies = world.Actors.Where(u => (u.Owner == allies1 || u.Owner == allies2) && ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
foreach (var a in SovietAircraft())
foreach (var aircraft in SovietAircraft())
{
var plane = a.Trait<Plane>();
var ammo = a.Trait<LimitedAmmo>();
var plane = aircraft.Trait<Plane>();
var ammo = aircraft.Trait<LimitedAmmo>();
if ((plane.Altitude == 0 && ammo.FullAmmo()) || (plane.Altitude != 0 && ammo.HasAmmo()))
{
if (!a.IsIdle && a.GetCurrentActivity().GetType() != typeof(FlyAttack))
{
a.CancelActivity();
}
var enemy = enemies.OrderBy(u => (a.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
var enemy = enemies.OrderBy(u => (aircraft.CenterLocation - u.CenterLocation).LengthSquared)
.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, 10).All(a => !a.HasTrait<CreatesShroud>()));
if (enemy != null)
{
if (!aircraft.IsIdle && aircraft.GetCurrentActivity().GetType() != typeof(FlyAttack))
{
aircraft.CancelActivity();
}
if (plane.Altitude == 0)
{
plane.UnReserve();
}
a.QueueActivity(new FlyAttack(Target.FromActor(enemy)));
aircraft.QueueActivity(new FlyAttack(Target.FromActor(enemy)));
}
}
else if (plane.Altitude != 0 && !LandIsQueued(a))
else if (plane.Altitude != 0 && !LandIsQueued(aircraft))
{
a.CancelActivity();
a.QueueActivity(new ReturnToBase(a, null));
a.QueueActivity(new ResupplyAircraft());
aircraft.CancelActivity();
aircraft.QueueActivity(new ReturnToBase(aircraft, null));
aircraft.QueueActivity(new ResupplyAircraft());
}
}
}
@@ -254,10 +254,11 @@ namespace OpenRA.Mods.RA.Missions
{
var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == allies1 || u.Owner == allies2)
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()));
var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (targetEnemy != null)
var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared)
.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, 10).All(a => !a.HasTrait<CreatesShroud>()));
if (enemy != null)
{
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), 3)));
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), 3)));
}
}