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