Remove TargetActor and TargetLocation from order issuing.
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@@ -757,7 +757,7 @@ namespace OpenRA.Mods.Common.AI
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if (target.Actor == null)
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return;
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QueueOrder(new Order(target.OrderString, capturer, true) { TargetActor = target.Actor });
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QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true));
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BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
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activeUnits.Remove(capturer);
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}
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@@ -813,7 +813,7 @@ namespace OpenRA.Mods.Common.AI
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// Tell the idle harvester to quit slacking:
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var newSafeResourcePatch = FindNextResource(harvester, harv);
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BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
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QueueOrder(new Order("Harvest", harvester, false) { TargetLocation = newSafeResourcePatch });
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QueueOrder(new Order("Harvest", harvester, Target.FromCell(World, newSafeResourcePatch), false));
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}
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}
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@@ -927,13 +927,16 @@ namespace OpenRA.Mods.Common.AI
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void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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foreach (var rp in self.World.ActorsWithTrait<RallyPoint>())
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{
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if (rp.Actor.Owner == Player &&
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!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
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QueueOrder(new Order("SetRallyPoint", rp.Actor, false)
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{
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QueueOrder(new Order("SetRallyPoint", rp.Actor, Target.FromCell(World, ChooseRallyLocationNear(rp.Actor)), false)
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{
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TargetLocation = ChooseRallyLocationNear(rp.Actor),
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SuppressVisualFeedback = true
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});
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}
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}
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}
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// Won't work for shipyards...
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@@ -992,7 +995,7 @@ namespace OpenRA.Mods.Common.AI
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if (desiredLocation == null)
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continue;
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QueueOrder(new Order("Move", mcv, true) { TargetLocation = desiredLocation.Value });
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QueueOrder(new Order("Move", mcv, Target.FromCell(World, desiredLocation.Value), true));
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QueueOrder(new Order("DeployTransform", mcv, true));
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}
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}
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@@ -1047,7 +1050,7 @@ namespace OpenRA.Mods.Common.AI
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// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
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BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, Player.PlayerName);
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waitingPowers[sp] += 10;
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QueueOrder(new Order(sp.Key, supportPowerMngr.Self, false) { TargetLocation = attackLocation.Value, SuppressVisualFeedback = true });
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QueueOrder(new Order(sp.Key, supportPowerMngr.Self, Target.FromCell(World, attackLocation.Value), false) { SuppressVisualFeedback = true });
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}
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}
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}
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@@ -1199,7 +1202,7 @@ namespace OpenRA.Mods.Common.AI
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{
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BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
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self, e.PreviousDamageState, e.DamageState);
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QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false) { TargetActor = self });
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QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false));
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}
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}
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