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

@@ -70,11 +70,7 @@ namespace OpenRA.Mods.Common.Activities
Cancel(self); Cancel(self);
if (IsCanceling) if (IsCanceling)
{
// Cancel the requested target, but keep firing on it while in range
attackAircraft.ClearRequestedTarget();
return true; return true;
}
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target // Check that AttackFollow hasn't cancelled the target by modifying attack.Target
// Having both this and AttackFollow modify that field is a horrible hack. // Having both this and AttackFollow modify that field is a horrible hack.
@@ -106,10 +102,7 @@ namespace OpenRA.Mods.Common.Activities
// Target is hidden or dead, and we don't have a fallback position to move towards // Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
{
attackAircraft.ClearRequestedTarget();
return true; return true;
}
// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload
// and resume the activity after reloading if AbortOnResupply is set to 'false' // and resume the activity after reloading if AbortOnResupply is set to 'false'
@@ -127,10 +120,7 @@ namespace OpenRA.Mods.Common.Activities
{ {
// We've reached the assumed position but it is not there - give up // We've reached the assumed position but it is not there - give up
if (checkTarget.IsInRange(pos, lastVisibleMaximumRange)) if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
{
attackAircraft.ClearRequestedTarget();
return true; return true;
}
// Fly towards the last known position // Fly towards the last known position
QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red)); QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red));
@@ -164,6 +154,12 @@ namespace OpenRA.Mods.Common.Activities
return false; return false;
} }
protected override void OnLastRun(Actor self)
{
// Cancel the requested target, but keep firing on it while in range
attackAircraft.ClearRequestedTarget();
}
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) 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 // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting

View File

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