units can attack targets inspite of HOLD_FIRE when ordered exlicitly

This commit is contained in:
devZoGok
2024-02-16 15:22:54 +02:00
parent 8bc9961359
commit bd39e8581f
4 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -423,13 +423,13 @@ namespace battleship{
break;
case Bind::ENABLE_CHASE_STATE:
enableUnitState(Unit::State::CHASE);
if(isPressed) enableUnitState(Unit::State::CHASE);
break;
case Bind::ENABLE_STAND_GROUND_STATE:
enableUnitState(Unit::State::STAND_GROUND);
if(isPressed) enableUnitState(Unit::State::STAND_GROUND);
break;
case Bind::ENABLE_HOLD_FIRE_STATE:
enableUnitState(Unit::State::HOLD_FIRE);
if(isPressed) enableUnitState(Unit::State::HOLD_FIRE);
break;
case Bind::DESELECT:
if(ufCtr->isPlacingFrames()) ufCtr->setRotatingFrames(isPressed);
+1 -1
View File
@@ -26,7 +26,7 @@ namespace battleship{
const static int numAppStates = 4;
const static int numStaticBinds[numAppStates]{6, 0, 5, 19};
const static int numConfBinds[numAppStates]{0, 1, 23, 0};
const static int numConfBinds[numAppStates]{0, 1, 26, 0};
const static int maxStaticBinds = 19;
const static int maxConfBinds = 23;
const static int numScripts = 5;
+1 -1
View File
@@ -308,7 +308,7 @@ namespace battleship{
if(orders.empty())
for(Unit *unit : units)
if(unit->getPos().getDistanceFrom(pos) < lineOfSight){
setOrder(Order(Order::TYPE::ATTACK, vector<Order::Target>{Order::Target(unit)}, Vector3::VEC_ZERO, false));
setOrder(Order(Order::TYPE::ATTACK, vector<Order::Target>{Order::Target(unit)}, Vector3::VEC_ZERO, -1, false));
break;
}
}
+1 -1
View File
@@ -51,7 +51,7 @@ namespace battleship{
std::vector<Target> targets;
Order(){}
Order(TYPE t, std::vector<Target> targ, vb01::Vector3 dir, bool pa = true, int lid = -1) : type(t), playerAssigned(pa), lineId(lid), targets(targ), direction(dir){}
Order(TYPE t, std::vector<Target> targ, vb01::Vector3 dir, int lid = -1, bool pa = true) : type(t), playerAssigned(pa), lineId(lid), targets(targ), direction(dir){}
};
enum class MoveDir {LEFT, UP, FORW};