| 3723 | } |
| 3724 | |
| 3725 | void BattleUnit::updateAI(GameState &state, unsigned int) |
| 3726 | { |
| 3727 | if (!isConscious()) |
| 3728 | { |
| 3729 | return; |
| 3730 | } |
| 3731 | |
| 3732 | // Decide |
| 3733 | auto decision = aiList.think(state, *this); |
| 3734 | if (!decision.isEmpty()) |
| 3735 | { |
| 3736 | LogWarning("AI %s for unit %s decided to %s", decision.ai, id, decision.getName()); |
| 3737 | executeAIDecision(state, decision); |
| 3738 | } |
| 3739 | } |
| 3740 | |
| 3741 | void BattleUnit::triggerProximity(GameState &state) |
| 3742 | { |