| 303 | bool CheckSupply(EntityAI* vehicle, EntityAI* parent, SupportCheckF check, float limit, bool now); |
| 304 | |
| 305 | void UIAction::Process(AIUnit* unit) const |
| 306 | { |
| 307 | if (!unit || unit->GetLifeState() != AIUnit::LSAlive) |
| 308 | { |
| 309 | return; |
| 310 | } |
| 311 | |
| 312 | EntityAI* veh = target; |
| 313 | switch (type) |
| 314 | { |
| 315 | case ATGetInCommander: |
| 316 | case ATGetInDriver: |
| 317 | case ATGetInGunner: |
| 318 | case ATGetInCargo: |
| 319 | { |
| 320 | if (!unit->IsFreeSoldier()) |
| 321 | { |
| 322 | return; |
| 323 | } |
| 324 | Transport* trans = dyn_cast<Transport>(veh); |
| 325 | if (!trans) |
| 326 | { |
| 327 | return; |
| 328 | } |
| 329 | if (unit->IsPlayer() && trans->GetLock() == LSLocked) |
| 330 | { |
| 331 | return; |
| 332 | } |
| 333 | AIGroup* grp = unit->GetGroup(); |
| 334 | PoseidonAssert(grp); |
| 335 | AICenter* center = grp->GetCenter(); |
| 336 | PoseidonAssert(center); |
| 337 | // avoid get in enemy vehicle |
| 338 | if (trans->Commander() && center->IsEnemy(trans->Commander()->GetTargetSide())) |
| 339 | { |
| 340 | return; |
| 341 | } |
| 342 | if (trans->Driver() && center->IsEnemy(trans->Driver()->GetTargetSide())) |
| 343 | { |
| 344 | return; |
| 345 | } |
| 346 | if (trans->Gunner() && center->IsEnemy(trans->Gunner()->GetTargetSide())) |
| 347 | { |
| 348 | return; |
| 349 | } |
| 350 | for (int i = 0; i < trans->GetManCargo().Size(); i++) |
| 351 | { |
| 352 | Person* man = trans->GetManCargo()[i]; |
| 353 | if (!man) |
| 354 | { |
| 355 | continue; |
| 356 | } |
| 357 | if (center->IsEnemy(man->GetTargetSide())) |
| 358 | { |
| 359 | return; |
| 360 | } |
| 361 | } |
| 362 | switch (type) |
no test coverage detected