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- Added a new UTILS.kpairs iterator, which will base the iteration on a different key, which can be determined before the iteration starts. eg. the key should be a sort in ascending order on the distance of the information in the set, and it should return the distance + item in the set for each element in the set.
- Resolved for TASK_CAPTURE_ZONES the whole logic of determining correctly the player and AI defense zones, as to be displayed in the information panel, this was a very difficult exercise for me.
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@@ -240,10 +240,13 @@ do -- TASK_CAPTURE_ZONE
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local DefenseTaskCaptureDispatcher = self.Dispatcher:GetDefenseTaskCaptureDispatcher() -- Tasking.Task_Capture_Dispatcher#TASK_CAPTURE_DISPATCHER
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if DefenseTaskCaptureDispatcher then
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-- Loop through all zones of the Defenses, and check which zone has an assigned task!
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-- Loop through all zones of the player Defenses, and check which zone has an assigned task!
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-- The Zones collection contains a Task. This Task is checked if it is assigned.
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-- If Assigned, then this task will be the task that is the closest to the defense zone.
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for TaskName, CaptureZone in pairs( DefenseTaskCaptureDispatcher.Zones or {} ) do
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local Task = CaptureZone.Task -- Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
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if Task then
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if Task and Task:IsStateAssigned() then -- We also check assigned.
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-- Now we register the defense player zone information to the task report.
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self.TaskInfo:AddInfo( "Defense Player Zone", Task.ZoneGoal:GetName(), 30, "MOD", Persist )
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self.TaskInfo:AddCoordinate( Task.ZoneGoal:GetZone():GetCoordinate(), 31, "MOD", Persist, false, "Defense Player Coordinate" )
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end
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@@ -252,7 +255,7 @@ do -- TASK_CAPTURE_ZONE
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local DefenseAIA2GDispatcher = self.Dispatcher:GetDefenseAIA2GDispatcher() -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
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if DefenseAIA2GDispatcher then
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-- Loop through all zones of the Defenses, and check which zone has an assigned task!
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-- Loop through all the tasks of the AI Defenses, and check which zone is involved in the defenses and is active!
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for Defender, Task in pairs( DefenseAIA2GDispatcher:GetDefenderTasks() or {} ) do
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local DetectedItem = DefenseAIA2GDispatcher:GetDefenderTaskTarget( Defender )
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if DetectedItem then
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