Check ITargetable when deciding target validity. Fixes #3659.

This commit is contained in:
Paul Chote
2013-08-18 17:15:22 +12:00
parent 8fd4243861
commit bc5c11e44f
26 changed files with 62 additions and 44 deletions

View File

@@ -45,7 +45,7 @@ namespace OpenRA.Mods.RA
if (!self.IsInWorld)
return false;
if (!target.IsValid)
if (!target.IsValidFor(self))
return false;
if (Armaments.All(a => a.IsReloading))
@@ -54,10 +54,6 @@ namespace OpenRA.Mods.RA
if (self.IsDisabled())
return false;
if (target.Type == TargetType.Actor && target.Actor.HasTrait<ITargetable>() &&
!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor, self))
return false;
return true;
}
@@ -133,7 +129,7 @@ namespace OpenRA.Mods.RA
if (order.OrderString == "Attack")
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValid)
if (!target.IsValidFor(self))
return;
self.SetTargetLine(target, Color.Red);
@@ -155,7 +151,7 @@ namespace OpenRA.Mods.RA
public void AttackTarget(Target target, bool queued, bool allowMove)
{
if (!target.IsValid)
if (!target.IsValidFor(self))
return;
if (!queued)