chore: removed debug prints and formatted enemy_world_state.cpp
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4178c08102
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1c2522d2ea
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@ -23,11 +23,9 @@ void EnemyWorldState::_process(double) {
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if(!this->health->is_conscious())
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return;
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if(this->select_and_set_target_on_process) {
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gd::UtilityFunctions::print("!!! ", this->get_path(), " requested, select_and_set_target");
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this->select_and_set_target_on_process = false;
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this->select_and_set_target();
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} else if(!this->parent_unit->has_plan()) {
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gd::UtilityFunctions::print("!!! ", this->get_path(), " no plan, select_and_set_target");
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this->select_and_set_target();
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}
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}
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@ -41,6 +39,9 @@ void EnemyWorldState::on_awareness_entered(gd::Node3D *node) {
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void EnemyWorldState::on_awareness_exited(gd::Node3D *node) {
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if(Unit * unit{gd::Object::cast_to<Unit>(node)})
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this->remove_aware_unit(unit);
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if(node == this->target_node) {
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this->target_node = nullptr;
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}
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}
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void EnemyWorldState::on_damaged(EntityHealth *, int, Unit *source) {
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@ -52,13 +53,13 @@ void EnemyWorldState::on_damaged(EntityHealth *, int, Unit *source) {
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Unit *EnemyWorldState::select_target_from_known_with_priority(float *out_priority) {
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Unit *out{gd::Object::cast_to<Unit>(target_node)};
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// prioritze current target if it is still valid
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if(out != nullptr && this->known_enemies.has(out)) {
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*out_priority = INFINITY;
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return out;
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} else {
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*out_priority = -INFINITY;
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}
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// prioritze current target if it is still valid
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if(out != nullptr && this->known_enemies.has(out)) {
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*out_priority = INFINITY;
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return out;
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} else {
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*out_priority = -INFINITY;
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}
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for(Unit *unit : this->known_enemies) {
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if(!this->get_can_see_node(unit))
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continue;
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@ -113,7 +114,6 @@ void EnemyWorldState::on_aware_unit_death(Unit *, Unit *dead_entity) {
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}
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void EnemyWorldState::select_and_set_target() {
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gd::UtilityFunctions::print("!!! ", this->get_path(), " select_and_set_target");
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this->try_set_target(this->select_target_from_known());
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}
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