- reverted AI's repair rule logic to hunt down an AI out of synch

This commit is contained in:
Mark Vejvoda 2010-11-28 07:38:03 +00:00
parent 33aac9f2ae
commit e62f3ca64c

View File

@ -110,7 +110,7 @@ void AiRuleRepair::execute() {
const Unit *damagedUnit= aiInterface->getMyUnit(damagedUnitIndex); const Unit *damagedUnit= aiInterface->getMyUnit(damagedUnitIndex);
//find a repairer and issue command //find a repairer and issue command
/*
if(damagedUnit != NULL) { if(damagedUnit != NULL) {
static std::vector<SkillClass> skillClassList; static std::vector<SkillClass> skillClassList;
if(skillClassList.size() == 0) { if(skillClassList.size() == 0) {
@ -131,8 +131,8 @@ void AiRuleRepair::execute() {
return; return;
} }
} }
*/
/*
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){ for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
const Unit *u= aiInterface->getMyUnit(i); const Unit *u= aiInterface->getMyUnit(i);
const RepairCommandType *rct= static_cast<const RepairCommandType *>(u->getType()->getFirstCtOfClass(ccRepair)); const RepairCommandType *rct= static_cast<const RepairCommandType *>(u->getType()->getFirstCtOfClass(ccRepair));
@ -146,7 +146,6 @@ void AiRuleRepair::execute() {
} }
} }
} }
*/
} }
// ===================================================== // =====================================================