Revert last change because this is not done now and I accidently checked it in.

This commit is contained in:
Titus Tscharntke 2011-03-17 00:43:46 +00:00
parent a0bd1242b6
commit 6b31149754
2 changed files with 0 additions and 48 deletions

View File

@ -1332,19 +1332,6 @@ void UnitUpdater::updateRepair(Unit *unit) {
//repairPos = command->getPos()-Vec2i(1);
}
if(startRepairing == false && repaired == NULL) {
SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
// we have a repair command to the ground! We must find first units in visible range of target point.
startRepairing = damagedRepairableUnitOnRange(rct, repairPos, unit->getType()->getSight(), &repaired);
//if(startRepairing) command->setPos(repaired->getCenteredPos());
if(repaired != NULL){
startRepairing = true;
nextToRepaired = repaired != NULL && map->isNextTo(unit->getPos(), repaired);
repairPos=repaired->getCenteredPos();
command->setPos(repairPos);
}
}
//if not repairing
if(startRepairing == true) {
SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -1849,40 +1836,6 @@ void UnitUpdater::findEnemiesForCell(const AttackSkillType *ast, Cell *cell, con
}
}
bool UnitUpdater::damagedRepairableUnitOnRange(const RepairCommandType* rct, Vec2i repairPos, int range, Unit **unitToRepair){
Vec2f floatRepairPos = Vec2f(repairPos.x, repairPos.y);
Unit* damagedUnit=NULL;
int bestDistanced=-1;
for(int i=repairPos.x-range; i<repairPos.x+range+1; ++i){
for(int j=repairPos.y-range; j<repairPos.y+range+1; ++j){
//cells inside map and in range
#ifdef USE_STREFLOP
if(map->isInside(i, j) && streflop::floor(floatRepairPos.dist(Vec2f((float)i, (float)j))) <= (range+1)){
#else
if(map->isInside(i, j) && floor(floatRepairPos.dist(Vec2f((float)i, (float)j))) <= (range+1)){
#endif
Cell *cell = map->getCell(i,j);
for(int k = 0; k < fieldCount; k++) {
Field f= static_cast<Field>(k);
Unit *possibleUnit = cell->getUnit(f);
if( possibleUnit != NULL &&
possibleUnit->getTeam()==world->getThisTeamIndex() &&
rct->isRepairableUnitType(possibleUnit->getType()) &&
possibleUnit->isDamaged()) {
// possible unit!
*unitToRepair=possibleUnit;
return true;
// TODO choose nearest to repair unit
}
}
}
}
}
return false;
}
//if the unit has any enemy on range
bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr,
const AttackSkillType *ast){

View File

@ -126,7 +126,6 @@ private:
bool attackableOnRange(const Unit *unit, Unit **enemyPtr, const AttackSkillType *ast);
bool unitOnRange(const Unit *unit, int range, Unit **enemyPtr, const AttackSkillType *ast);
void enemiesAtDistance(const Unit *unit, const Unit *priorityUnit, int distance, vector<Unit*> &enemies);
bool damagedRepairableUnitOnRange(const RepairCommandType* rct, Vec2i repairPos, int range, Unit **unitToRepair);
Unit * findPeerUnitBuilder(Unit *unit);
void SwapActiveCommand(Unit *unitSrc, Unit *unitDest);