Make Ground and Navy AI squads look for enabled (instead of any) targetables

This commit is contained in:
reaperrr
2017-12-02 04:16:51 +01:00
committed by Paul Chote
parent 6de90b02d0
commit 3fe808e0fb
2 changed files with 2 additions and 2 deletions

View File

@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.AI
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.GetEnabledTargetTypes().Any());
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{

View File

@@ -132,7 +132,7 @@ namespace OpenRA.Mods.Common.AI
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.GetEnabledTargetTypes().Any());
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{