Move AbortOnResupply to AttackAircraft
Additionally, if AbortOnResupply is set to 'true', abort FlyAttack right away when queueing ReturnToBase.
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@@ -111,11 +111,12 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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}
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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload
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// and resume the activity after reloading if AbortOnResupply is set to 'false'
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if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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{
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QueueChild(new ReturnToBase(self));
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return aircraft.Info.AbortOnResupply;
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return attackAircraft.Info.AbortOnResupply;
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}
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var pos = self.CenterPosition;
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@@ -94,9 +94,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Will this actor try to land after it has no more commands?")]
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public readonly bool LandWhenIdle = true;
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[Desc("Does this actor cancel its previous activity after resupplying?")]
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public readonly bool AbortOnResupply = true;
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[Desc("Altitude at which the aircraft considers itself landed.")]
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public readonly WDist LandAltitude = WDist.Zero;
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@@ -26,6 +26,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Delay, in game ticks, before strafing aircraft turns to attack.")]
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public readonly int AttackTurnDelay = 50;
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[Desc("Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.")]
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public readonly bool AbortOnResupply = true;
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public override object Create(ActorInitializer init) { return new AttackAircraft(init.Self, this); }
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}
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@@ -0,0 +1,60 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class MoveAbortOnResupply : UpdateRule
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{
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public override string Name { get { return "Moved AbortOnResupply from Aircraft to AttackAircraft"; } }
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public override string Description
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{
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get
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{
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return "AbortOnResupply boolean was moved to AttackAircraft.";
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}
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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var aircraft = actorNode.LastChildMatching("Aircraft");
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var attackAircraft = actorNode.ChildrenMatching("AttackAircraft");
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if (aircraft != null)
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{
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var abortOnResupply = aircraft.LastChildMatching("AbortOnResupply");
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if (abortOnResupply == null)
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yield break;
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// Only add field to AttackAircraft if explicitly set to 'false'
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if (!abortOnResupply.NodeValue<bool>())
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{
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if (attackAircraft.Any())
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foreach (var a in attackAircraft)
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a.AddNode(abortOnResupply);
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else
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{
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var newAttackAircraft = new MiniYamlNode("AttackAircraft", "");
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newAttackAircraft.AddNode(abortOnResupply);
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actorNode.AddNode(newAttackAircraft);
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}
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}
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aircraft.RemoveNode(abortOnResupply);
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}
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yield break;
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}
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}
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}
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