Fix actors resupplying even if too far from resupplier

This commit is contained in:
reaperrr
2019-07-17 00:19:47 +02:00
committed by abcdefg30
parent f46cad5347
commit fa41554309

View File

@@ -79,7 +79,8 @@ namespace OpenRA.Mods.Common.Activities
// HACK: If the activity is cancelled while we're already resupplying (or about to start resupplying),
// move actor outside the resupplier footprint.
// TODO: This check is nowhere near robust enough, and should be rewritten.
if (IsCanceling && host.IsInRange(self.CenterPosition, closeEnough))
var isCloseEnough = closeEnough.LengthSquared == 0 || (host.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= closeEnough.LengthSquared;
if (IsCanceling && isCloseEnough)
{
foreach (var notifyResupply in notifyResupplies)
notifyResupply.ResupplyTick(host.Actor, self, ResupplyType.None);
@@ -95,8 +96,7 @@ namespace OpenRA.Mods.Common.Activities
return true;
}
else if (activeResupplyTypes != 0 && aircraft == null &&
(closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough)))
else if (activeResupplyTypes != 0 && aircraft == null && !isCloseEnough)
{
var targetCell = self.World.Map.CellContaining(host.Actor.CenterPosition);