Remove TargetActor and TargetLocation from order issuing.
This commit is contained in:
@@ -223,7 +223,7 @@ namespace OpenRA.Mods.Common.AI
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}
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if (CanAttackTarget(a, owner.TargetActor))
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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}
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}
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@@ -250,7 +250,7 @@ namespace OpenRA.Mods.Common.AI
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continue;
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}
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owner.Bot.QueueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
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owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
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}
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owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.AI
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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@@ -100,7 +100,7 @@ namespace OpenRA.Mods.Common.AI
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// Let them regroup into tighter formation.
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
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owner.Bot.QueueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
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}
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else
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{
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@@ -114,7 +114,7 @@ namespace OpenRA.Mods.Common.AI
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}
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else
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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}
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if (ShouldFlee(owner))
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@@ -147,7 +147,7 @@ namespace OpenRA.Mods.Common.AI
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.AI
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackMoveState(), true);
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.Common.AI
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// Let them regroup into tighter formation.
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
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owner.Bot.QueueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
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}
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else
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{
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@@ -141,7 +141,7 @@ namespace OpenRA.Mods.Common.AI
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}
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else
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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}
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if (ShouldFlee(owner))
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@@ -174,7 +174,7 @@ namespace OpenRA.Mods.Common.AI
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
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@@ -9,6 +9,8 @@
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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class UnitsForProtectionIdleState : GroundStateBase, IState
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@@ -55,7 +57,7 @@ namespace OpenRA.Mods.Common.AI
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else
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{
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.AI
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{
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var loc = RandomBuildingLocation(squad);
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foreach (var a in squad.Units)
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squad.Bot.QueueOrder(new Order("Move", a, false) { TargetLocation = loc });
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squad.Bot.QueueOrder(new Order("Move", a, Target.FromCell(squad.World, loc), false));
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}
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protected static CPos RandomBuildingLocation(Squad squad)
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