Always clear requested targets when exiting AttackActivity/Flyattack.

This commit is contained in:
tovl
2019-07-16 19:30:54 +02:00
committed by Paul Chote
parent 83a607e089
commit d59b01597a
2 changed files with 12 additions and 26 deletions

View File

@@ -258,11 +258,7 @@ namespace OpenRA.Mods.Common.Traits
public override bool Tick(Actor self)
{
if (IsCanceling)
{
// Cancel the requested target, but keep firing on it while in range
attack.ClearRequestedTarget();
return true;
}
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
// Having both this and AttackFollow modify that field is a horrible hack.
@@ -315,10 +311,7 @@ namespace OpenRA.Mods.Common.Traits
// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
// Either we are in range and can see the target, or we've lost track of it and should give up
if (wasMovingWithinRange && targetIsHiddenActor)
{
attack.ClearRequestedTarget();
return true;
}
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget)
@@ -326,10 +319,7 @@ namespace OpenRA.Mods.Common.Traits
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
{
attack.ClearRequestedTarget();
return true;
}
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
@@ -339,26 +329,26 @@ namespace OpenRA.Mods.Common.Traits
if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
{
if (useLastVisibleTarget)
{
attack.ClearRequestedTarget();
return true;
}
return false;
}
// We can't move into range, so give up
if (move == null || maxRange == WDist.Zero || maxRange < minRange)
{
attack.ClearRequestedTarget();
return true;
}
wasMovingWithinRange = true;
QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, Color.Red));
return false;
}
protected override void OnLastRun(Actor self)
{
// Cancel the requested target, but keep firing on it while in range
attack.ClearRequestedTarget();
}
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
{
// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting