make minelayer require force-attack to start minefield (otherwise move); return to fix and rearm/repair before heading out again

This commit is contained in:
Chris Forbes
2010-05-23 17:05:20 +12:00
parent 5ca590a16a
commit e850937022

View File

@@ -38,8 +38,16 @@ namespace OpenRA.Mods.RA.Activities
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (!limitedAmmo.HasAmmo())
{
// todo: rearm at fix, then back out here to refill the minefield some more
return NextActivity;
// rearm & repair at fix, then back out here to refill the minefield some more
var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
var rearmTarget = self.World.Actors.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name));
if (rearmTarget == null)
return new Wait(20);
return new Move(((1 / 24f) * rearmTarget.CenterLocation).ToInt2(), rearmTarget)
{ NextActivity = new Rearm() { NextActivity = new Repair() { NextActivity = this } } };
}
var ml = self.traits.Get<Minelayer>();
@@ -57,6 +65,8 @@ namespace OpenRA.Mods.RA.Activities
return new Move(p, 0) { NextActivity = this };
}
// todo: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
return new Wait(20); // nothing to do here
}