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Added a bool spawnAtTarget to spawn attack in which you can define whether the unit spawns at the target or at the attacker.
In Addition i changed the command which is given to the spawned unit to an attack command on the target cell. ( I think this makes way more sense than giving a move command to the meeting point) ( This also works if the spawned does not have a attack command. It will move to the enemy then)
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@ -834,6 +834,7 @@ AttackSkillType::AttackSkillType() {
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splashRadius= 0;
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spawnUnit="";
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spawnUnitcount=0;
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spawnUnitAtTarget=false;
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splashParticleSystemType= NULL;
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for(int i = 0; i < fieldCount; ++i) {
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@ -886,11 +887,16 @@ void AttackSkillType::load(const XmlNode *sn, const XmlNode *attackBoostsNode,
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if (sn->hasChild("unit")) {
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spawnUnit = sn->getChild("unit")->getAttribute("value")->getValue();
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spawnUnitcount
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= sn->getChild("unit")->getAttribute("amount")->getIntValue();
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spawnUnitcount = sn->getChild("unit")->getAttribute("amount")->getIntValue();
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if(sn->getChild("unit")->hasAttribute("spawnAtTarget")) {
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spawnUnitAtTarget = sn->getChild("unit")->getAttribute("spawnAtTarget")->getBoolValue();
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} else {
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spawnUnitAtTarget = false;
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}
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} else {
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spawnUnit = "";
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spawnUnitcount = 0;
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spawnUnitAtTarget = false;
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}
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//attack fields
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const XmlNode *attackFieldsNode= sn->getChild("attack-fields");
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@ -1053,6 +1059,8 @@ void AttackSkillType::saveGame(XmlNode *rootNode) {
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attackSkillTypeNode->addAttribute("spawnUnit",spawnUnit, mapTagReplacements);
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// int spawnUnitcount;
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attackSkillTypeNode->addAttribute("spawnUnitcount",intToStr(spawnUnitcount), mapTagReplacements);
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// bool spawnUnitAtTarget;
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attackSkillTypeNode->addAttribute("spawnUnitAtTarget",intToStr(spawnUnitAtTarget), mapTagReplacements);
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// bool projectile;
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attackSkillTypeNode->addAttribute("projectile",intToStr(projectile), mapTagReplacements);
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// ParticleSystemTypeProjectile* projectileParticleSystemType;
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@ -292,6 +292,7 @@ private:
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string spawnUnit;
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int spawnUnitcount;
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bool spawnUnitAtTarget;
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bool projectile;
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//ParticleSystemTypeProjectile* projectileParticleSystemType;
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SoundContainer projSounds;
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@ -318,6 +319,7 @@ public:
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inline float getAttackStartTime() const {return attackStartTime;}
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inline string getSpawnUnit() const {return spawnUnit;}
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inline int getSpawnUnitCount() const {return spawnUnitcount;}
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inline bool getSpawnUnitAtTarget() const {return spawnUnitAtTarget;}
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//get proj
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inline bool getProjectile() const {return projectile;}
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@ -298,7 +298,13 @@ bool UnitUpdater::updateUnit(Unit *unit) {
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Vec2i(0), spawnUnitType, unit->getFaction(),
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world->getMap(), CardinalDir::NORTH);
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//SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] about to place unit for unit [%s]\n",__FILE__,__FUNCTION__,__LINE__,spawned->toString().c_str());
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if(!world->placeUnit(unit->getCenteredPos(), 10, spawned)) {
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bool placedSpawnUnit=false;
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if(act->getAttackSkillType()->getSpawnUnitAtTarget()) {
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placedSpawnUnit=world->placeUnit(unit->getTargetPos(), 10, spawned);
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} else {
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placedSpawnUnit=world->placeUnit(unit->getCenteredPos(), 10, spawned);
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}
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if(!placedSpawnUnit) {
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//SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] COULD NOT PLACE UNIT for unitID [%d]\n",__FILE__,__FUNCTION__,__LINE__,spawned->getId());
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// This will also cleanup newPath
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@ -309,10 +315,10 @@ bool UnitUpdater::updateUnit(Unit *unit) {
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spawned->create();
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spawned->born(ct);
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world->getStats()->produce(unit->getFactionIndex(),spawned->getType()->getCountUnitProductionInStats());
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const CommandType *ct= spawned->computeCommandType(command->getPos(),command->getUnit());
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const CommandType *ct= spawned->computeCommandType(unit->getTargetPos(),map->getCell(unit->getTargetPos())->getUnit(unit->getTargetField()));
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if(ct != NULL){
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if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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spawned->giveCommand(new Command(ct, unit->getMeetingPos()));
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spawned->giveCommand(new Command(ct, unit->getTargetPos()));
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}
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scriptManager->onUnitCreated(spawned);
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