Check if weapon without self-reloading is out of ammo when deciding validity
This should prevent attacking helicopters (or other actors) staying at the range to target of a weapon that is out of ammo and needs manual reloading at a RearmBuilding or via upgrades.
This commit is contained in:
@@ -80,13 +80,10 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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return this;
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// Fly towards the target
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// Fly towards the target
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// TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
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// and the weapon with the longest range is out of ammo
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if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRangeVersusTarget(target)))
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if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRangeVersusTarget(target)))
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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// Fly backwards from the target
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// Fly backwards from the target
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// TODO: Same problem as with MaximumRange
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if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRangeVersusTarget(target)))
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if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRangeVersusTarget(target)))
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{
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{
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// Facing 0 doesn't work with the following position change
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// Facing 0 doesn't work with the following position change
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@@ -259,6 +259,7 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public bool OutOfAmmo { get { return ammoPool != null && !ammoPool.Info.SelfReloads && !ammoPool.HasAmmo(); } }
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public WVec MuzzleOffset(Actor self, Barrel b)
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public WVec MuzzleOffset(Actor self, Barrel b)
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{
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{
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@@ -186,7 +186,7 @@ namespace OpenRA.Mods.Common.Traits
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// PERF: Avoid LINQ.
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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foreach (var armament in Armaments)
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if (armament.Weapon.IsValidAgainst(t, self.World, self))
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if (!armament.OutOfAmmo && armament.Weapon.IsValidAgainst(t, self.World, self))
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return true;
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return true;
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return false;
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return false;
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@@ -203,6 +203,10 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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if (armament.IsTraitDisabled)
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if (armament.IsTraitDisabled)
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continue;
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continue;
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if (armament.OutOfAmmo)
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continue;
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var range = armament.Weapon.MinRange;
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var range = armament.Weapon.MinRange;
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if (min > range)
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if (min > range)
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min = range;
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min = range;
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@@ -222,6 +226,10 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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if (armament.IsTraitDisabled)
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if (armament.IsTraitDisabled)
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continue;
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continue;
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if (armament.OutOfAmmo)
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continue;
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var range = armament.MaxRange();
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var range = armament.MaxRange();
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if (max < range)
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if (max < range)
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max = range;
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max = range;
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@@ -242,6 +250,9 @@ namespace OpenRA.Mods.Common.Traits
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if (armament.IsTraitDisabled)
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if (armament.IsTraitDisabled)
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continue;
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continue;
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if (armament.OutOfAmmo)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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continue;
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@@ -265,6 +276,9 @@ namespace OpenRA.Mods.Common.Traits
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if (armament.IsTraitDisabled)
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if (armament.IsTraitDisabled)
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continue;
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continue;
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if (armament.OutOfAmmo)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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continue;
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