Created
July 12, 2014 18:55
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// existing code | |
Actor ChooseTarget(Actor self, WRange range) | |
{ | |
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval); | |
var inRange = self.World.FindActorsInCircle(self.CenterPosition, range); | |
return inRange | |
.Where(a => | |
a.AppearsHostileTo(self) && | |
!a.HasTrait<AutoTargetIgnore>() && | |
attack.HasAnyValidWeapons(Target.FromActor(a)) && | |
self.Owner.Shroud.IsTargetable(a)) | |
.ClosestTo(self); | |
} | |
// new code | |
Actor ChooseTarget(Actor self, WRange range) | |
{ | |
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval); | |
var inRange = self.World.FindActorsInCircle(self.CenterPosition, range) | |
.Where(a => | |
!a.HasTrait<AutoTargetIgnore>() && | |
attack.HasAnyValidWeapons(Target.FromActor(a)) && | |
self.Owner.Shroud.IsTargetable(a) | |
); | |
var healer = attack.Armaments.Any(arm => arm.Weapon.Warheads.Any(w => w.Damage < 0)); | |
if (healer) | |
return inRange.Where(a => a.AppearsFriendlyTo(self)).ClosestTo(self); | |
return inRange.Where(a => a.AppearsHostileTo(self)).ClosestTo(self); | |
} |
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