Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
22 lines
2.0 KiB
Plaintext
22 lines
2.0 KiB
Plaintext
--- a/tests/test_enemy_radio.py
|
|
+++ b/tests/test_enemy_radio.py
|
|
@@ -30,7 +30,7 @@
|
|
coordinator=re.sub(r'\b'+cls+r' ([a-zA-Z_]\w*)',cls+r'* \1',coordinator)
|
|
for obj in ('m_Mode','existing','state','group','agent','entry','actor'):
|
|
coordinator=coordinator.replace(obj+'.',obj+'->')
|
|
-coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Optics.Check','Optics->Check').replace('Radio.Stop','Radio->Stop').replace('Radio.Check','Radio->Check').replace('Radio.Register','Radio->Register')
|
|
+coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Mines.ReadyForResupply','Mines->ReadyForResupply').replace('Optics.Check','Optics->Check').replace('Radio.Stop','Radio->Stop').replace('Radio.Check','Radio->Check').replace('Radio.Register','Radio->Register')
|
|
for cls in ('Replication','ERR_GameMode','ERR_EnemyEquipmentRules'):coordinator=coordinator.replace(cls+'.',cls+'::')
|
|
coordinator=coordinator.replace('void ERR_EnemyEquipment(', 'ERR_EnemyEquipment(')
|
|
coordinator=coordinator.replace('GetGame().GetWorld().GetWorldTime()','worldTime').replace('foreach (','for (').replace('null','nullptr')
|
|
@@ -39,7 +39,8 @@
|
|
float worldTime=0;
|
|
struct SCR_AICombatComponent{void ERR_BindEnemySkill(ERR_GameMode*,Group*){} void ERR_RefreshEnemySkill(){}};
|
|
struct ERR_EnemyOptics{ERR_EnemyOptics(IEntity,Group*){}void Check(ERR_GameMode*){}};
|
|
-struct ERR_EnemyEquipmentEntry{IEntity Actor=nullptr;struct Group*Group=nullptr;SCR_AICombatComponent*Combat=nullptr;ERR_EnemyOptics*Optics=nullptr;bool Released=false;int SkillChecks=0;
|
|
+struct MineGrant{bool ReadyForResupply(){return false;}};
|
|
+struct ERR_EnemyEquipmentEntry{MineGrant*Mines=nullptr;IEntity Actor=nullptr;struct Group*Group=nullptr;SCR_AICombatComponent*Combat=nullptr;ERR_EnemyOptics*Optics=nullptr;bool Released=false;int SkillChecks=0;
|
|
void Check(ERR_GameMode*){}void Stop(ERR_GameMode*){Released=true;}};
|
|
'''
|
|
run(r'''
|