Created
August 30, 2023 10:34
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Fix ranged AI evaluation on a dead target in Battle Brothers
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::mods_hookExactClass("ai/tactical/behaviors/ai_engage_ranged", function (o) { | |
local function isRelevant(_actor) { | |
return !_actor.isNull() && !_actor.m.IsDying && _actor.m.IsAlive; | |
} | |
local function cleanup(_b) { | |
_b.m.ValidTargets = _b.m.ValidTargets.filter(@(_, t) isRelevant(t.Actor)); | |
_b.m.PotentialDanger = _b.m.PotentialDanger.filter(@(_, a) isRelevant(a)); | |
} | |
// The problem with this is while we go through tiles a target might become invalid, | |
// usually after a ranged bro shoots someone and we are evaluating his next shot | |
local selectBestTargetTile = o.selectBestTargetTile; | |
o.selectBestTargetTile = function (_entity, _maxRange, _considerLineOfFire, _visibleTileNeeded) { | |
local res; | |
local gen = selectBestTargetTile(_entity, _maxRange, _considerLineOfFire, _visibleTileNeeded); | |
while (true) { | |
cleanup(this); | |
res = resume gen; | |
// Proxy "results" | |
if (res != null) return res; | |
yield res; | |
} | |
} | |
}); |
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