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A2A Dispatcher - nil checks to evade dead units
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@ -2971,7 +2971,20 @@ do -- AI_A2A_DISPATCHER
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for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
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for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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if AttackerCount > DefenderCount then
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if AttackerCount > DefenderCount then
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local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
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if AIFriendly then
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local classname = AIFriendly.ClassName or "No Class Name"
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local unitname = AIFriendly.IdentifiableName or "No Unit Name"
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--self:I("Class Name: " .. classname)
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--self:I("Unit Name: " .. unitname)
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--self:I({AIFriendly})
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end
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local Friendly = nil
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if AIFriendly and AIFriendly:IsAlive() then
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--self:I("AIFriendly alive, getting GROUP")
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Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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end
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if Friendly and Friendly:IsAlive() then
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if Friendly and Friendly:IsAlive() then
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-- Ok, so we have a friendly near the potential target.
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-- Ok, so we have a friendly near the potential target.
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-- Now we need to check if the AIGroup has a Task.
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-- Now we need to check if the AIGroup has a Task.
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