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.
42 lines
1.1 KiB
C#
42 lines
1.1 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.Mods.RA.Buildings;
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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 Infiltrate : Activity
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{
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Target target;
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public Infiltrate(Actor target) { this.target = Target.FromActor(target); }
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !target.IsValid || target.Actor.Owner == self.Owner)
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return NextActivity;
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foreach (var t in target.Actor.TraitsImplementing<IAcceptInfiltrator>())
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t.OnInfiltrate(target.Actor, self);
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if (self.HasTrait<DontDestroyWhenInfiltrating>())
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self.World.AddFrameEndTask(w => { if (!self.Destroyed) w.Remove(self); });
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else
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self.Destroy();
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if (target.Actor.HasTrait<Building>())
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Sound.PlayToPlayer(self.Owner, "bldginf1.aud");
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return this;
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}
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}
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}
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