Rename Stance to PlayerRelationship
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@@ -294,7 +294,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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// If we can't attack right now, there's no need to try and find a target.
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var attackStances = ab.UnforcedAttackTargetStances();
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if (attackStances != OpenRA.Traits.Stance.None)
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if (attackStances != OpenRA.Traits.PlayerRelationship.None)
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{
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var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : ab.GetMaximumRange();
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return ChooseTarget(self, ab, attackStances, range, allowMove, allowTurn);
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@@ -337,7 +337,7 @@ namespace OpenRA.Mods.Common.Traits
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});
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}
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Target ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist scanRange, bool allowMove, bool allowTurn)
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Target ChooseTarget(Actor self, AttackBase ab, PlayerRelationship attackStances, WDist scanRange, bool allowMove, bool allowTurn)
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{
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var chosenTarget = Target.Invalid;
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var chosenTargetPriority = int.MinValue;
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@@ -362,7 +362,7 @@ namespace OpenRA.Mods.Common.Traits
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// can bail early and avoid the more expensive targeting checks and armament selection. For groups of
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// allied units, this helps significantly reduce the cost of auto target scans. This is important as
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// these groups will continuously rescan their allies until an enemy finally comes into range.
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if (attackStances == OpenRA.Traits.Stance.Enemy && !target.Actor.AppearsHostileTo(self))
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if (attackStances == OpenRA.Traits.PlayerRelationship.Enemy && !target.Actor.AppearsHostileTo(self))
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continue;
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// Check whether we can auto-target this actor
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@@ -375,7 +375,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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if (attackStances == OpenRA.Traits.Stance.Enemy && self.Owner.Stances[target.FrozenActor.Owner] == OpenRA.Traits.Stance.Ally)
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if (attackStances == OpenRA.Traits.PlayerRelationship.Enemy && self.Owner.Stances[target.FrozenActor.Owner] == OpenRA.Traits.PlayerRelationship.Ally)
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continue;
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targetTypes = target.FrozenActor.TargetTypes;
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