Files
OpenRA/OpenRA.Mods.RA/Activities/Demolish.cs
Paul Chote e76c746b61 Rewrite Enter and related activities.
The unit will now path to the nearest adjacent cell, drag inside, do the inner activity, then (if still alive) drag back to its original
location.

This fixes:
 - Mismatch in logic between Enter and MoveAdjacentTo,
   which causes an infinite loop.
 - Building capturing failing from certain directions.
 - Being unable to enter buildings on unpathable tiles.
 - Units being stranded inside a building if the requirements
   for the inner order aren't met.
2013-04-15 08:05:37 +12:00

52 lines
1.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class Demolish : Activity
{
Target target;
int delay;
public Demolish(Actor target, int delay)
{
this.target = Target.FromActor(target);
this.delay = delay;
}
public override Activity Tick(Actor self)
{
if (IsCanceled || !target.IsValid)
return NextActivity;
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, () =>
{
// Can't demolish an already dead actor
if (!target.IsValid)
return;
// Invulnerable actors can't be demolished
var modifier = (float)target.Actor.TraitsImplementing<IDamageModifier>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
.Select(t => t.GetDamageModifier(self, null)).Product();
if (modifier > 0)
target.Actor.Kill(self);
})));
return NextActivity;
}
}
}