| 389 | } |
| 390 | |
| 391 | AgentInfo ControlGenerator::createAgentInfo(GameState &state, sp<Agent> a, |
| 392 | UnitSelectionState forcedSelectionState, bool forceFade) |
| 393 | { |
| 394 | AgentInfo i; |
| 395 | |
| 396 | i.agent = a; |
| 397 | i.selected = UnitSelectionState::Unselected; |
| 398 | i.useRank = false; |
| 399 | i.state = CityUnitState::InMotion; |
| 400 | i.useState = false; |
| 401 | i.faded = false; |
| 402 | i.fatal = false; |
| 403 | i.psiIn = false; |
| 404 | i.psiOut = false; |
| 405 | i.stunProportion = 0.0f; |
| 406 | i.healthProportion = 0.0f; |
| 407 | i.shield = false; |
| 408 | if (!a) |
| 409 | { |
| 410 | return i; |
| 411 | } |
| 412 | // Rank only displayed on soldiers |
| 413 | if (a->type->role == AgentType::Role::Soldier) |
| 414 | { |
| 415 | i.useRank = true; |
| 416 | i.rank = a->rank; |
| 417 | } |
| 418 | // Check if this is not an special screen like AEquip |
| 419 | if (forcedSelectionState == UnitSelectionState::NA) |
| 420 | { |
| 421 | // Select according to battle state |
| 422 | if (a->unit) |
| 423 | { |
| 424 | for (auto &u : state.current_battle->battleViewSelectedUnits) |
| 425 | { |
| 426 | if (u->agent == a) |
| 427 | { |
| 428 | i.selected = (u == state.current_battle->battleViewSelectedUnits.front()) |
| 429 | ? UnitSelectionState::FirstSelected |
| 430 | : UnitSelectionState::Selected; |
| 431 | break; |
| 432 | } |
| 433 | } |
| 434 | } |
| 435 | // Select according to city state |
| 436 | else |
| 437 | { |
| 438 | for (auto &ag : state.current_city->cityViewSelectedAgents) |
| 439 | { |
| 440 | if (ag == a) |
| 441 | { |
| 442 | i.selected = (ag == state.current_city->cityViewSelectedAgents.front()) |
| 443 | ? UnitSelectionState::FirstSelected |
| 444 | : UnitSelectionState::Selected; |
| 445 | break; |
| 446 | } |
| 447 | } |
| 448 | } |
nothing calls this directly
no test coverage detected