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Made husks targetable with force fire only #4941
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@@ -199,6 +199,9 @@ bool CanTargetActor(Actor self, Target target, TargetModifiers modifiers, ref st | |||
if (modifiers.HasModifier(TargetModifiers.ForceMove)) | |||
return false; | |||
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if (target.Actor.HasTrait<Husk>()) |
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👎 for hardcoding a gameplay decision that other mods may not want into our low-level shared traits.
This probably wants to live as a flag on the ITargetable interface / implementations.
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True, it also fits good at bridges. Updated.
Renamed the internal functions and variables as @pchote suggested. |
@@ -85,6 +85,11 @@ public bool IsValidFor(Actor targeter) | |||
return true; | |||
} | |||
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public bool RequiresForceFire() |
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This should be a property to be consistent with the rest of Target.
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You mean get { return targetable != null && targetable.RequiresForceFire; }
?
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Yeah.
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Done.
I can't test this at the moment but if it all works and is nice internally: 👍 |
👍 after a couple of final consistency fixes:
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Updated. |
Good job. It will be nice to finally put the husk-abuse exploits to rest. One (unconsidered?) side effect is that nukes will now vaporize the units in their blast, instead of leaving husks. |
Made husks targetable with force fire only
I also noticed that shooting with lot's of rockets on a tank can also kill the husk afterwards. We can combat this with more HP (and higher Burns: damage) for the wrecks. |
I don't think we should change HP due to a visual polish/husk-abuse-fix. |
This is a remake of #3955 which allows force fire to kill husks without making the AI go crazy or annoy players in the height of the battle.