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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Updates and fixes
- Replaced range test for unit to range test for players. - Ensure that players database is properly populated. - Fixed some documentation. - Removed smoke from trigger. - Fixed name of RandomPointVec2 to RandomVec2 and fixed in all usages.
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@@ -152,29 +152,29 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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-- If there is a CLIENT, the AI stays engaged and will not return.
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-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
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local ClientInZone = { Value = false }
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local PlayerInRange = { Value = false }
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetPointVec2(), self.ReturnTresholdRange )
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self:E( RangeZone )
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_DATABASE:ForEachUnit(
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_DATABASE:ForEachPlayer(
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--- @param Unit#UNIT RangeTestUnit
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function( RangeTestUnit, RangeZone, AIGroup, ClientInZone )
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self:E( { ClientInZone, RangeTestUnit.UnitName, RangeZone.ZoneName } )
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function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
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self:E( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
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if RangeTestUnit:IsInZone( RangeZone ) == true then
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self:E( "in zone" )
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if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
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self:E( "in range" )
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ClientInZone.Value = true
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PlayerInRange.Value = true
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end
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end
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end,
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--- @param Zone#ZONE_RADIUS RangeZone
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-- @param Group#GROUP AIGroup
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function( RangeZone, AIGroup, ClientInZone )
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function( RangeZone, AIGroup, PlayerInRange )
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local AIGroupTemplate = AIGroup:GetTemplate()
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if ClientInZone.Value == false then
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if PlayerInRange.Value == false then
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if self.ToHomeAirbase == true then
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local WayPointCount = #AIGroupTemplate.route.points
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local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
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@@ -193,7 +193,7 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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end
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end
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end
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, RangeZone, AIGroup, ClientInZone
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, RangeZone, AIGroup, PlayerInRange
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)
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end
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