Replace .control references

Same argument as renaming the control effect. Is optional, though
install-platforms
Mark 2017-06-08 21:35:04 +02:00
parent 6440b16387
commit c64670c7d5
9 changed files with 20 additions and 20 deletions

View File

@ -17,7 +17,7 @@ public func FindTarget(effect fx)
{
var target = _inherited(fx, ...);
// Focus on defense target if normal target is too far away.
if (!target || ObjectDistance(target, fx.Target) > fx.control.AltTargetDistance)
if (!target || ObjectDistance(target, fx.Target) > fx->GetControl().AltTargetDistance)
{
if (fx.is_siege)
target = GetRandomSiegeTarget(fx.Target);

View File

@ -14,7 +14,7 @@ local AttackMessageRate = 80; // Likelihood of displaying an attack message in p
public func ExecuteAppearance(effect fx)
{
// Do a random attack message.
if (!Random(5) && Random(100) >= 100 - fx.control.AttackMessageRate)
if (!Random(5) && Random(100) >= 100 - fx->GetControl().AttackMessageRate)
this->ExecuteAttackMessage(fx);
return true;
}
@ -32,7 +32,7 @@ public func ExecuteAttackMessage(effect fx)
var ai = clonk->~GetAI();
if (!ai)
continue;
if (ai.last_message != nil && FrameCounter() - ai.last_message < fx.control.AttackMessageWaitTime)
if (ai.last_message != nil && FrameCounter() - ai.last_message < fx->GetControl().AttackMessageWaitTime)
continue;
group_cnt++;
}

View File

@ -135,14 +135,14 @@ public func OnSaveScenarioAI(proplist fx_ai, proplist props)
_inherited(fx_ai, props);
if (fx_ai.ally_alert_range)
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetAllyAlertRange", fx_ai.Target, fx_ai.ally_alert_range);
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetGuardRange", fx_ai.Target, fx_ai.guard_range.x, fx_ai.guard_range.y, fx_ai.guard_range.wdt, fx_ai.guard_range.hgt);
if (fx_ai.max_aggro_distance != fx_ai.control.MaxAggroDistance)
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetMaxAggroDistance", fx_ai.Target, fx_ai.max_aggro_distance);
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetAllyAlertRange", fx_ai.Target, fx_ai.ally_alert_range);
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetGuardRange", fx_ai.Target, fx_ai.guard_range.x, fx_ai.guard_range.y, fx_ai.guard_range.wdt, fx_ai.guard_range.hgt);
if (fx_ai.max_aggro_distance != fx_ai->GetControl().MaxAggroDistance)
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetMaxAggroDistance", fx_ai.Target, fx_ai.max_aggro_distance);
if (!fx_ai.auto_search_target)
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetAutoSearchTarget", fx_ai.Target, false);
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetAutoSearchTarget", fx_ai.Target, false);
if (fx_ai.encounter_cb)
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetEncounterCB", fx_ai.Target, Format("%v", fx_ai.encounter_cb));
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetEncounterCB", fx_ai.Target, Format("%v", fx_ai.encounter_cb));
}
/*-- Editor Properties --*/

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@ -24,7 +24,7 @@ public func OnSaveScenarioAI(proplist fx_ai, proplist props)
_inherited(fx_ai, props);
if (fx_ai.attack_mode.Identifier != "Default")
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetAttackMode", fx_ai.Target, Format("%v", fx_ai.attack_mode.Identifier));
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetAttackMode", fx_ai.Target, Format("%v", fx_ai.attack_mode.Identifier));
}
@ -46,7 +46,7 @@ public func EditorDelegate_SetAttackMode(proplist attack_mode)
{
// Called by editor delegate when attack mode is changed.
// For now, attack mode parameter delegates are not supported. Just set by name.
return this.control->SetAttackMode(this.Target, attack_mode.Identifier);
return this->GetControl()->SetAttackMode(this.Target, attack_mode.Identifier);
}

View File

@ -12,7 +12,7 @@ local DebugLoggingOn = false; // Whether or not debug logging is turned on.
public func LogAI(effect fx, string message)
{
if (fx.control.DebugLoggingOn)
if (fx->GetControl().DebugLoggingOn)
Log("[%d]AI WARNING (%v): %s", FrameCounter(), fx.Target, message);
return;
}

View File

@ -42,7 +42,7 @@ public func OnSaveScenarioAI(proplist fx_ai, proplist props)
_inherited(fx_ai, props);
if (fx_ai.home_x != fx_ai.Target->GetX() || fx_ai.home_y != fx_ai.Target->GetY() || fx_ai.home_dir != fx_ai.Target->GetDir())
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetHome", fx_ai.Target, fx_ai.home_x, fx_ai.home_y, GetConstantNameByValueSafe(fx_ai.home_dir, "DIR_"));
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetHome", fx_ai.Target, fx_ai.home_x, fx_ai.home_y, GetConstantNameByValueSafe(fx_ai.home_dir, "DIR_"));
}

View File

@ -29,7 +29,7 @@ public func OnSaveScenarioAI(proplist fx_ai, proplist props)
_inherited(fx_ai, props);
if (fx_ai.attack_path)
props->AddCall(SAVESCEN_ID_AI, fx_ai.control, "SetAttackPath", fx_ai.Target, fx_ai.attack_path);
props->AddCall(SAVESCEN_ID_AI, fx_ai->GetControl(), "SetAttackPath", fx_ai.Target, fx_ai.attack_path);
}
@ -62,7 +62,7 @@ func EditorDelegate_SetAttackPath(array attack_path)
{
// Called by editor delegate when attack mode is changed.
// For now, attack mode parameter delegates are not supported. Just set by name.
return this.control->SetAttackPath(this.Target, attack_path);
return this->GetControl()->SetAttackPath(this.Target, attack_path);
}

View File

@ -85,7 +85,7 @@ public func ExecuteProtection(effect fx)
fx.target = nil; //this->FindEmergencyTarget(fx);
if (fx.target)
fx.alert = fx.time;
else if (fx.time - fx.alert > fx.control.AlertTime)
else if (fx.time - fx.alert > fx->GetControl().AlertTime)
fx.alert = nil;
// If not evading the AI may try to heal.
if (ExecuteHealing(fx))
@ -126,7 +126,7 @@ public func ExecuteHealing(effect fx)
var hp_needed = fx.Target->GetMaxEnergy() - hp;
// Only heal when alert if health drops below the healing threshold.
// If not alert also heal if more than 40 hitpoints of health are lost.
if (hp >= fx.control.HealingHitPointsThreshold && (fx.alert || hp_needed <= 40))
if (hp >= fx->GetControl().HealingHitPointsThreshold && (fx.alert || hp_needed <= 40))
return false;
// Don't heal if already healing. One can speed up healing by healing multiple times, but we don't.
if (GetEffect("HealingOverTime", fx.Target))

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@ -159,7 +159,7 @@ public func ExecuteAirship(effect fx)
if (fx.Target->GetProcedure() != "PUSH" || fx.Target->GetActionTarget() != fx.vehicle)
{
// Try to find a new pilot if the current pilot lost the airship.
if (fx.Target->ObjectDistance(fx.vehicle) > fx.control.AirshipLostDistance)
if (fx.Target->ObjectDistance(fx.vehicle) > fx->GetControl().AirshipLostDistance)
{
this->PromoteNewAirshipCaptain(fx);
fx.strategy = nil;
@ -190,8 +190,8 @@ public func ExecuteAirship(effect fx)
tx = fx.home_x;
ty = fx.home_y;
}
if (Distance(fx.vehicle->GetX(), fx.vehicle->GetY(), tx, ty) < fx.control.AirshipBoardDistance
&& Inside(fx.vehicle->GetY() - ty, -fx.control.AirshipBoardDistance / 2, 0))
if (Distance(fx.vehicle->GetX(), fx.vehicle->GetY(), tx, ty) < fx->GetControl().AirshipBoardDistance
&& Inside(fx.vehicle->GetY() - ty, -fx->GetControl().AirshipBoardDistance / 2, 0))
{
// Unboard the crew and let go of airship.
for (var clonk in this->GetCommanderCrew(fx))