Make aircraft continue attack on same target after re-arming
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@@ -40,10 +40,9 @@ namespace OpenRA.Mods.Common.Activities
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if (!target.IsValidFor(self))
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if (!target.IsValidFor(self))
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return NextActivity;
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return NextActivity;
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// Move to the next activity only if all ammo pools are depleted and none reload automatically
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// TODO: This should check whether there is ammo left that is actually suitable for the target
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// TODO: This should check whether there is ammo left that is actually suitable for the target
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if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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return ActivityUtils.SequenceActivities(new ReturnToBase(self), NextActivity);
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return ActivityUtils.SequenceActivities(new ReturnToBase(self), this);
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if (attackPlane != null)
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if (attackPlane != null)
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attackPlane.DoAttack(self, target);
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attackPlane.DoAttack(self, target);
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@@ -65,9 +65,9 @@ namespace OpenRA.Mods.Common.Activities
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return ActivityUtils.SequenceActivities(new HeliFly(self, newTarget));
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return ActivityUtils.SequenceActivities(new HeliFly(self, newTarget));
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}
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}
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// If any AmmoPool is depleted and no weapon is valid against target, return to helipad to reload and then move to next activity
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// If any AmmoPool is depleted and no weapon is valid against target, return to helipad to reload and then resume the activity
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if (ammoPools.Any(x => !x.Info.SelfReloads && !x.HasAmmo()) && !attackHeli.HasAnyValidWeapons(target))
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if (ammoPools.Any(x => !x.Info.SelfReloads && !x.HasAmmo()) && !attackHeli.HasAnyValidWeapons(target))
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self), NextActivity);
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self), this);
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var dist = target.CenterPosition - self.CenterPosition;
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var dist = target.CenterPosition - self.CenterPosition;
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