Production now uses nearest exit to rally point.
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@@ -110,7 +110,7 @@ namespace OpenRA.Mods.Common.Activities
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if (ShouldLandAtBuilding(self, dest))
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{
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var exit = dest.FirstExitOrDefault();
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var exit = dest.NearestExitOrDefault(self.CenterPosition);
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var offset = WVec.Zero;
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if (exit != null)
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{
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@@ -86,7 +86,7 @@ namespace OpenRA.Mods.Common.Scripting
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if (rp.Path.Count > 0)
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return rp.Path.Last();
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var exit = Self.FirstExitOrDefault();
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var exit = Self.NearestExitOrDefault(Self.CenterPosition);
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if (exit != null)
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return Self.Location + exit.Info.ExitCell;
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@@ -46,16 +46,13 @@ namespace OpenRA.Mods.Common.Traits
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public static class ExitExts
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{
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public static Exit FirstExitOrDefault(this Actor actor, string productionType = null)
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public static Exit NearestExitOrDefault(this Actor actor, WPos pos, string productionType = null, Func<Exit, bool> p = null)
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{
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var all = actor.TraitsImplementing<Exit>()
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.Where(Exts.IsTraitEnabled)
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.OrderBy(e => e.Info.Priority);
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var all = Exits(actor, productionType)
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.OrderBy(e => e.Info.Priority)
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.ThenBy(e => (actor.CenterPosition + e.Info.SpawnOffset - pos).Length);
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if (string.IsNullOrEmpty(productionType))
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return all.FirstOrDefault();
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return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
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return p != null ? all.FirstOrDefault(p) : all.FirstOrDefault();
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}
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public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
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@@ -101,7 +101,10 @@ namespace OpenRA.Mods.Common.Traits
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protected virtual Exit SelectExit(Actor self, ActorInfo producee, string productionType, Func<Exit, bool> p)
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{
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if (!rp.IsValueCreated || rp.Value.Path.Count == 0)
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return self.RandomExitOrDefault(self.World, productionType, p);
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return self.NearestExitOrDefault(self.World.Map.CenterOfCell(rp.Value.Path[0]), productionType, p);
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}
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protected Exit SelectExit(Actor self, ActorInfo producee, string productionType)
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