fast commands only for fighting / no regeneration when in "be_build" state
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30972bcddb
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1cd6520335
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@ -27,7 +27,7 @@ using namespace Shared::Platform;
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namespace Glest { namespace Game {
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const char *mailString = " http://bugs.megaglest.org";
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const string glestVersionString = "v3.5.3-beta1";
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const string glestVersionString = "v3.5.3-dev";
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#if defined(SVNVERSION)
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const string SVN_Rev = string("Rev: ") + string(SVNVERSION);
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#elif defined(SVNVERSIONHEADER)
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@ -1219,12 +1219,34 @@ CommandResult Unit::giveCommand(Command *command, bool tryQueue) {
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//empty command queue
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if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d] Clear commands because current is NOT queable.\n",__FILE__,__FUNCTION__,__LINE__);
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bool willChangedActiveCommand = (commands.size() > 0);
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if(willChangedActiveCommand && getCurrCommand()->getCommandType()->getClass() == command->getCommandType()->getClass()) {
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willChangedActiveCommand = false;
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// bool willChangedActiveCommand = (commands.size() > 0);
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// if(willChangedActiveCommand && getCurrCommand()->getCommandType()->getClass() == command->getCommandType()->getClass()) {
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// willChangedActiveCommand = false;
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// }
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// clearCommands();
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// changedActiveCommand = willChangedActiveCommand;
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bool willChangedActiveCommand= (commands.size() > 0);
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if(willChangedActiveCommand){
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CommandClass currCommandClass=getCurrCommand()->getCommandType()->getClass();
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CommandClass commandClass=command->getCommandType()->getClass();
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if(currCommandClass
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== commandClass){
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willChangedActiveCommand= false;
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}
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else if(currCommandClass==ccAttack || currCommandClass==ccAttackStopped ||
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commandClass==ccAttack || commandClass==ccAttackStopped){
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willChangedActiveCommand= true;
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}
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else{
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willChangedActiveCommand= false;
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}
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}
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clearCommands();
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changedActiveCommand = willChangedActiveCommand;
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changedActiveCommand= willChangedActiveCommand;
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//printf("In [%s::%s] Line: %d cleared existing commands\n",__FILE__,__FUNCTION__,__LINE__);
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
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@ -2098,44 +2120,48 @@ void Unit::tick() {
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//regenerate hp upgrade / or boost
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if(type->getTotalMaxHpRegeneration(&totalUpgrade) != 0) {
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if(type->getTotalMaxHpRegeneration(&totalUpgrade) >= 0) {
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checkItemInVault(&this->hp,this->hp);
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hp += type->getTotalMaxHpRegeneration(&totalUpgrade);
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if(hp > type->getTotalMaxHp(&totalUpgrade)) {
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hp = type->getTotalMaxHp(&totalUpgrade);
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}
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addItemToVault(&this->hp,this->hp);
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if( currSkill->getClass() != scBeBuilt){
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if(type->getTotalMaxHpRegeneration(&totalUpgrade) >= 0) {
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checkItemInVault(&this->hp,this->hp);
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hp += type->getTotalMaxHpRegeneration(&totalUpgrade);
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if(hp > type->getTotalMaxHp(&totalUpgrade)) {
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hp = type->getTotalMaxHp(&totalUpgrade);
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}
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addItemToVault(&this->hp,this->hp);
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//if(this->getType()->getName() == "spearman") printf("tick hp#2 [type->getTotalMaxHpRegeneration(&totalUpgrade)] = %d type->getTotalMaxHp(&totalUpgrade) [%d] newhp = %d\n",type->getTotalMaxHpRegeneration(&totalUpgrade),type->getTotalMaxHp(&totalUpgrade),hp);
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}
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// If we have negative regeneration then check if the unit should die
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else {
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bool decHpResult = decHp(-type->getTotalMaxHpRegeneration(&totalUpgrade));
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if(decHpResult) {
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this->setCauseOfDeath(ucodStarvedRegeneration);
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Unit::game->getWorld()->getStats()->die(getFactionIndex());
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game->getScriptManager()->onUnitDied(this);
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//if(this->getType()->getName() == "spearman") printf("tick hp#2 [type->getTotalMaxHpRegeneration(&totalUpgrade)] = %d type->getTotalMaxHp(&totalUpgrade) [%d] newhp = %d\n",type->getTotalMaxHpRegeneration(&totalUpgrade),type->getTotalMaxHp(&totalUpgrade),hp);
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}
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StaticSound *sound= this->getType()->getFirstStOfClass(scDie)->getSound();
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if(sound != NULL &&
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(this->getFactionIndex() == Unit::game->getWorld()->getThisFactionIndex() ||
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(game->getWorld()->showWorldForPlayer(game->getWorld()->getThisTeamIndex()) == true))) {
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SoundRenderer::getInstance().playFx(sound);
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// If we have negative regeneration then check if the unit should die
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else {
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bool decHpResult = decHp(-type->getTotalMaxHpRegeneration(&totalUpgrade));
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if(decHpResult) {
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this->setCauseOfDeath(ucodStarvedRegeneration);
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Unit::game->getWorld()->getStats()->die(getFactionIndex());
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game->getScriptManager()->onUnitDied(this);
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}
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StaticSound *sound= this->getType()->getFirstStOfClass(scDie)->getSound();
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if(sound != NULL &&
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(this->getFactionIndex() == Unit::game->getWorld()->getThisFactionIndex() ||
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(game->getWorld()->showWorldForPlayer(game->getWorld()->getThisTeamIndex()) == true))) {
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SoundRenderer::getInstance().playFx(sound);
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}
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}
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}
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}
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//regenerate hp
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else {
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if(type->getHpRegeneration() >= 0) {
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checkItemInVault(&this->hp,this->hp);
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if( currSkill->getClass() != scBeBuilt){
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checkItemInVault(&this->hp,this->hp);
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hp += type->getHpRegeneration();
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if(hp > type->getTotalMaxHp(&totalUpgrade)) {
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hp = type->getTotalMaxHp(&totalUpgrade);
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hp += type->getHpRegeneration();
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if(hp > type->getTotalMaxHp(&totalUpgrade)) {
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hp = type->getTotalMaxHp(&totalUpgrade);
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}
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addItemToVault(&this->hp,this->hp);
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//if(this->getType()->getName() == "spearman") printf("tick hp#1 [type->getHpRegeneration()] = %d type->getTotalMaxHp(&totalUpgrade) [%d] newhp = %d\n",type->getHpRegeneration(),type->getTotalMaxHp(&totalUpgrade),hp);
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}
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addItemToVault(&this->hp,this->hp);
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//if(this->getType()->getName() == "spearman") printf("tick hp#1 [type->getHpRegeneration()] = %d type->getTotalMaxHp(&totalUpgrade) [%d] newhp = %d\n",type->getHpRegeneration(),type->getTotalMaxHp(&totalUpgrade),hp);
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}
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// If we have negative regeneration then check if the unit should die
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else {
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