| 55 | } |
| 56 | |
| 57 | bool AIAction::inProgressInternal(BattleUnit &u) |
| 58 | { |
| 59 | switch (type) |
| 60 | { |
| 61 | case AIAction::Type::AttackGrenade: |
| 62 | return !u.missions.empty() && |
| 63 | u.missions.front()->type == BattleUnitMission::Type::ThrowItem; |
| 64 | case AIAction::Type::AttackWeaponTile: |
| 65 | return u.isAttacking() && |
| 66 | (u.targetingMode == BattleUnit::TargetingMode::TileCenter || |
| 67 | u.targetingMode == BattleUnit::TargetingMode::TileGround) && |
| 68 | u.targetTile == targetLocation; |
| 69 | case AIAction::Type::AttackWeaponUnit: |
| 70 | return u.isAttacking() && u.targetingMode == BattleUnit::TargetingMode::Unit && |
| 71 | u.targetUnit == targetUnit; |
| 72 | case AIAction::Type::AttackPsiMC: |
| 73 | case AIAction::Type::AttackPsiStun: |
| 74 | case AIAction::Type::AttackPsiPanic: |
| 75 | // Even though the attack might already be over, we won't check for it |
| 76 | // This is intentional. Psi attack is considered "in progress" indefinitely |
| 77 | // otherwise, especially in TB, when attack is instant, AI would spam attacks and |
| 78 | // we would rather have them do attacks with a small delay |
| 79 | // which we introduce via reThinkDelay value |
| 80 | return u.agent->modified_stats.psi_energy < psiEnergySnapshot; |
| 81 | case AIAction::Type::AttackBrainsucker: |
| 82 | return u.current_movement_state == MovementState::Brainsuck || |
| 83 | u.target_body_state == BodyState::Jumping; |
| 84 | case AIAction::Type::AttackSuicide: |
| 85 | // If you're not dead yet then you haven't popped yet :))) |
| 86 | return false; |
| 87 | } |
| 88 | return false; |
| 89 | } |
| 90 | |
| 91 | bool AIAction::inProgress(BattleUnit &u) |
| 92 | { |
nothing calls this directly
no test coverage detected