Allies 02 code maintenance. Add FreeActorInit so free harvesters with procs can be disabled etc

This commit is contained in:
Scott_NZ
2013-02-25 20:37:08 +13:00
parent 3bc9e7d2e4
commit e57de0ebce
6 changed files with 95 additions and 182 deletions

View File

@@ -109,30 +109,6 @@ namespace OpenRA.Mods.RA.Missions
return units.Any() && units.All(a => a.Owner == player);
}
public static Actor ClosestPlayerUnit(World world, Player player, PPos location, int range)
{
return ClosestPlayerUnits(world, player, location, range).FirstOrDefault();
}
public static IEnumerable<Actor> ClosestPlayerUnits(World world, Player player, PPos location, int range)
{
return world.FindAliveCombatantActorsInCircle(location, range)
.Where(a => a.Owner == player && a.HasTrait<IMove>())
.OrderBy(a => (location - a.CenterLocation).LengthSquared);
}
public static Actor ClosestPlayerBuilding(World world, Player player, PPos location, int range)
{
return ClosestPlayerBuildings(world, player, location, range).FirstOrDefault();
}
public static IEnumerable<Actor> ClosestPlayerBuildings(World world, Player player, PPos location, int range)
{
return world.FindAliveCombatantActorsInCircle(location, range)
.Where(a => a.Owner == player && a.HasTrait<Building>() && !a.HasTrait<Wall>())
.OrderBy(a => (location - a.CenterLocation).LengthSquared);
}
public static IEnumerable<ProductionQueue> FindQueues(World world, Player player, string category)
{
return world.ActorsWithTrait<ProductionQueue>()
@@ -231,7 +207,7 @@ namespace OpenRA.Mods.RA.Missions
public static void AttackNearestLandActor(bool queued, Actor self, Player enemyPlayer)
{
var enemies = self.World.Actors.Where(u => u.AppearsHostileTo(self) && u.Owner == enemyPlayer
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || (u.HasTrait<Mobile>() && !u.HasTrait<Aircraft>())) && u.IsInWorld && !u.IsDead());
var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (enemy != null)