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.
38 lines
897 B
C#
38 lines
897 B
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.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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class RepairBuilding : Activity
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{
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Target target;
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public RepairBuilding(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)
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return NextActivity;
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var health = target.Actor.Trait<Health>();
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if (health.DamageState == DamageState.Undamaged)
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return NextActivity;
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target.Actor.InflictDamage(self, -health.MaxHP, null);
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self.Destroy();
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return this;
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}
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}
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}
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