Don't exceed vision range in hold ground and stand ground query ranges
Differential Revision: https://code.wildfiregames.com/D1394 Reviewed by: bb Comments by: elexis Refs: #4725 This was SVN commit r21584.
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@ -5570,8 +5570,11 @@ UnitAI.prototype.GetQueryRange = function(iid)
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if (!cmpRanged)
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return ret;
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var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetFullAttackRange();
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var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
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if (!cmpVision)
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return ret;
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ret.min = range.min;
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ret.max = range.max;
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ret.max = Math.min(range.max, cmpVision.GetRange());
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}
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else if (this.GetStance().respondChase)
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{
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@ -5590,8 +5593,8 @@ UnitAI.prototype.GetQueryRange = function(iid)
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var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
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if (!cmpVision)
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return ret;
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var halfvision = cmpVision.GetRange() / 2;
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ret.max = range.max + halfvision;
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var vision = cmpVision.GetRange();
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ret.max = Math.min(range.max + vision / 2, vision);
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}
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// We probably have stance 'passive' and we wouldn't have a range,
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// but as it is the default for healers we need to set it to something sane.
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