Remove order.TargetActor from Repairable.

This commit is contained in:
Paul Chote
2018-05-24 19:38:10 +00:00
committed by reaperrr
parent 2e2f982e41
commit e5701ecb20

View File

@@ -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<RepairsUnits>().All(r => r.IsTraitDisabled))
if (order.Target.Type != TargetType.Actor)
return;
var targetActor = order.Target.Actor;
if (!targetActor.IsInWorld || targetActor.IsDead || targetActor.TraitsImplementing<RepairsUnits>().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<RallyPoint>();
var rp = targetActor.TraitOrDefault<RallyPoint>();
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));
}));
}
}