From e5701ecb20a7330b12f6d7211c209e5fe3c47d7f Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Thu, 24 May 2018 19:38:10 +0000 Subject: [PATCH] Remove order.TargetActor from Repairable. --- OpenRA.Mods.Common/Traits/Repairable.cs | 30 ++++++++++++++++--------- 1 file changed, 19 insertions(+), 11 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/Repairable.cs b/OpenRA.Mods.Common/Traits/Repairable.cs index 67e2b055b7..923b6f0757 100644 --- a/OpenRA.Mods.Common/Traits/Repairable.cs +++ b/OpenRA.Mods.Common/Traits/Repairable.cs @@ -92,41 +92,49 @@ namespace OpenRA.Mods.Common.Traits { if (order.OrderString == "Repair") { - if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm())) + // Repair orders are only valid for own/allied actors, + // which are guaranteed to never be frozen. + if (order.Target.Type != TargetType.Actor) return; - var target = Target.FromOrder(self.World, order); - self.SetTargetLine(target, Color.Green); + if (!CanRepairAt(order.Target.Actor) || (!CanRepair() && !CanRearm())) + return; + + self.SetTargetLine(order.Target, Color.Green); self.CancelActivity(); - self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, target), + self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, order.Target), new CallFunc(() => AfterReachActivities(self, order, movement))))); - TryCallTransport(self, target, new CallFunc(() => AfterReachActivities(self, order, movement))); + TryCallTransport(self, order.Target, new CallFunc(() => AfterReachActivities(self, order, movement))); } } void AfterReachActivities(Actor self, Order order, IMove movement) { - if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.TraitsImplementing().All(r => r.IsTraitDisabled)) + if (order.Target.Type != TargetType.Actor) + return; + + var targetActor = order.Target.Actor; + if (!targetActor.IsInWorld || targetActor.IsDead || targetActor.TraitsImplementing().All(r => r.IsTraitDisabled)) return; // TODO: This is hacky, but almost every single component affected // will need to be rewritten anyway, so this is OK for now. - self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor)); - if (CanRearmAt(order.TargetActor) && CanRearm()) + self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor)); + if (CanRearmAt(targetActor) && CanRearm()) self.QueueActivity(new Rearm(self)); // Add a CloseEnough range of 512 to ensure we're at the host actor - self.QueueActivity(new Repair(self, order.TargetActor, new WDist(512))); + self.QueueActivity(new Repair(self, targetActor, new WDist(512))); - var rp = order.TargetActor.TraitOrDefault(); + var rp = targetActor.TraitOrDefault(); if (rp != null) { self.QueueActivity(new CallFunc(() => { self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green); - self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor)); + self.QueueActivity(movement.MoveTo(rp.Location, targetActor)); })); } }