Fix retaliation against garrisoned actors.

This commit is contained in:
Paul Chote
2014-03-18 17:28:45 +13:00
parent 4f7f0b7a55
commit 3f9e89a746
3 changed files with 23 additions and 10 deletions

View File

@@ -72,27 +72,33 @@ namespace OpenRA.Mods.RA
if (!self.IsIdle || !info.TargetWhenDamaged) if (!self.IsIdle || !info.TargetWhenDamaged)
return; return;
if (e.Attacker.Destroyed) var attacker = e.Attacker;
if (attacker.Destroyed || Stance < UnitStance.ReturnFire)
return; return;
if (Stance < UnitStance.ReturnFire) return; if (!attacker.IsInWorld && !attacker.Destroyed)
{
// If the aggressor is in a transport, then attack the transport instead
var passenger = attacker.TraitOrDefault<Passenger>();
if (passenger != null && passenger.Transport != null)
attacker = passenger.Transport;
}
// not a lot we can do about things we can't hurt... although maybe we should automatically run away? // not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
return; return;
// don't retaliate against own units force-firing on us. It's usually not what the player wanted. // don't retaliate against own units force-firing on us. It's usually not what the player wanted.
if (e.Attacker.AppearsFriendlyTo(self)) if (attacker.AppearsFriendlyTo(self))
return; return;
// don't retaliate against healers // don't retaliate against healers
if (e.Damage < 0) if (e.Damage < 0)
return; return;
Aggressor = e.Attacker; Aggressor = attacker;
if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend)) if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend))
Attack(self, e.Attacker); Attack(self, Aggressor);
} }
public void TickIdle(Actor self) public void TickIdle(Actor self)

View File

@@ -144,6 +144,7 @@ namespace OpenRA.Mods.RA
foreach (var npe in self.TraitsImplementing<INotifyPassengerExited>()) foreach (var npe in self.TraitsImplementing<INotifyPassengerExited>())
npe.PassengerExited(self, a); npe.PassengerExited(self, a);
a.Trait<Passenger>().Transport = null;
return a; return a;
} }
@@ -178,6 +179,8 @@ namespace OpenRA.Mods.RA
foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>()) foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>())
npe.PassengerEntered(self, a); npe.PassengerEntered(self, a);
a.Trait<Passenger>().Transport = self;
} }
public void Killed(Actor self, AttackInfo e) public void Killed(Actor self, AttackInfo e)
@@ -205,10 +208,13 @@ namespace OpenRA.Mods.RA
// Notify initial cargo load // Notify initial cargo load
if (!initialized) if (!initialized)
{ {
foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>())
foreach (var c in cargo) foreach (var c in cargo)
npe.PassengerEntered(self, c); {
c.Trait<Passenger>().Transport = self;
foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>())
npe.PassengerEntered(self, c);
}
initialized = true; initialized = true;
} }

View File

@@ -30,6 +30,7 @@ namespace OpenRA.Mods.RA
{ {
public readonly PassengerInfo info; public readonly PassengerInfo info;
public Passenger( PassengerInfo info ) { this.info = info; } public Passenger( PassengerInfo info ) { this.info = info; }
public Actor Transport;
public IEnumerable<IOrderTargeter> Orders public IEnumerable<IOrderTargeter> Orders
{ {