forked from 0ad/0ad
tune the guard behaviour
This was SVN commit r14321.
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a44e88fa42
commit
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@ -1267,7 +1267,7 @@ var UnitFsmSpec = {
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return;
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}
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// if we already are targeting another unit still alive, finish with it first
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if (this.order && this.order.type == "WalkAndFight")
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if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack"))
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if (this.order.data.target != msg.data.attacker && this.TargetIsAlive(msg.data.attacker))
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return;
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@ -1283,15 +1283,28 @@ var UnitFsmSpec = {
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return;
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}
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// target the unit
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var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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// if the attacker is a building and we can repair the guarded, repair it rather than attacking
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var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
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if (cmpBuildingAI && this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
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{
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this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
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return;
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var pos = cmpPosition.GetPosition();
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this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
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// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
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if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
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this.orderQueue.splice(1, 1);
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}
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// target the unit
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if (this.CheckTargetVisible(msg.data.attacker))
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this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false });
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else
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{
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var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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return;
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var pos = cmpPosition.GetPosition();
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this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
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// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
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if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
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this.orderQueue.splice(1, 1);
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}
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},
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"IDLE": {
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