Rename fields on Repairable traits
To bring them in line with RearmActors, Repairable.RepairBuildings and RepairableNear.Buildings have been renamed to RepairActors. Additionally, their RA-specific internal defaults were removed and the FieldLoader now requires them to be set explicitly.
This commit is contained in:
committed by
Oliver Brakmann
parent
6dd84b2882
commit
5ec47b47af
@@ -20,7 +20,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
class RepairableNearInfo : ITraitInfo, Requires<IHealthInfo>, Requires<IMoveInfo>
|
||||
{
|
||||
[ActorReference] public readonly HashSet<string> Buildings = new HashSet<string> { "spen", "syrd" };
|
||||
[FieldLoader.Require]
|
||||
[ActorReference] public readonly HashSet<string> RepairActors = new HashSet<string> { };
|
||||
|
||||
public readonly WDist CloseEnough = WDist.FromCells(4);
|
||||
[VoiceReference] public readonly string Voice = "Action";
|
||||
|
||||
@@ -59,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
bool CanRepairAt(Actor target)
|
||||
{
|
||||
return info.Buildings.Contains(target.Info.Name);
|
||||
return info.RepairActors.Contains(target.Info.Name);
|
||||
}
|
||||
|
||||
bool ShouldRepair()
|
||||
@@ -96,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
|
||||
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
|
||||
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
|
||||
info.Buildings.Contains(a.Actor.Info.Name))
|
||||
info.RepairActors.Contains(a.Actor.Info.Name))
|
||||
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
|
||||
|
||||
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
|
||||
|
||||
Reference in New Issue
Block a user