Work around a recursive loop in TargetAndAttack
This commit is contained in:
@@ -245,6 +245,10 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(yak, target)
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if yak.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") and yak.CanTarget(self) end)
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@@ -260,7 +264,11 @@ TargetAndAttack = function(yak, target)
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(yak, target)
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end)
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end)
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end
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@@ -264,6 +264,10 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(yak, target)
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if yak.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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@@ -278,7 +282,11 @@ TargetAndAttack = function(yak, target)
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(yak, target)
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end)
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end)
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end
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@@ -159,6 +159,10 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(yak, target)
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if yak.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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@@ -173,7 +177,11 @@ TargetAndAttack = function(yak, target)
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(yak, target)
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end)
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end)
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end
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@@ -171,6 +171,10 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(yak, target)
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if yak.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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@@ -185,7 +189,11 @@ TargetAndAttack = function(yak, target)
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(yak, target)
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end)
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end)
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end
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@@ -134,6 +134,10 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(yak, target)
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if yak.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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@@ -148,7 +152,11 @@ TargetAndAttack = function(yak, target)
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(yak, target)
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end)
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end)
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end
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@@ -130,9 +130,13 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(mig, target)
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if mig.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(greece.GetActors(), function(actor)
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return actor.HasProperty("Health") and actor.Type ~= "brik"
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return actor.HasProperty("Health") and actor.Type ~= "brik" and mig.CanTarget(target)
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end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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@@ -146,7 +150,11 @@ TargetAndAttack = function(mig, target)
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end
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mig.CallFunc(function()
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TargetAndAttack(mig, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(mig, target)
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end)
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end)
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end
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@@ -129,9 +129,13 @@ ProduceAircraft = function()
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end
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TargetAndAttack = function(mig, target)
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if mig.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(greece.GetActors(), function(actor)
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return actor.HasProperty("Health") and actor.Type ~= "brik"
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return actor.HasProperty("Health") and actor.Type ~= "brik" and mig.CanTarget(target)
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end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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@@ -145,7 +149,11 @@ TargetAndAttack = function(mig, target)
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end
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mig.CallFunc(function()
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TargetAndAttack(mig, target)
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(mig, target)
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end)
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end)
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end
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