Make HeliReturnToBase use RTB.ChooseResupplier
Small consistency fix and prep for merging HRTB into RTB.
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@@ -37,17 +37,6 @@ namespace OpenRA.Mods.Common.Activities
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this.dest = dest;
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this.dest = dest;
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}
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}
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public Actor ChooseResupplier(Actor self, bool unreservedOnly)
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{
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if (rearmable == null)
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return null;
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return self.World.Actors.Where(a => a.Owner == self.Owner
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&& rearmable.Info.RearmActors.Contains(a.Info.Name)
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&& (!unreservedOnly || Reservable.IsAvailableFor(a, self)))
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.ClosestTo(self);
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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// Refuse to take off if it would land immediately again.
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// Refuse to take off if it would land immediately again.
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@@ -59,13 +48,13 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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return NextActivity;
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if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
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if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
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dest = ChooseResupplier(self, true);
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dest = ReturnToBase.ChooseResupplier(self, true);
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var initialFacing = aircraft.Info.InitialFacing;
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var initialFacing = aircraft.Info.InitialFacing;
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if (dest == null || dest.IsDead)
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if (dest == null || dest.IsDead)
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{
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{
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var nearestResupplier = ChooseResupplier(self, false);
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var nearestResupplier = ReturnToBase.ChooseResupplier(self, false);
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// If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack)
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// If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack)
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// would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79.
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// would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79.
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