fixed and made weapons more random

This commit is contained in:
2025-05-25 22:09:14 +02:00
parent 8899461bd5
commit 0202456c65
2 changed files with 37 additions and 7 deletions
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+37 -7
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@@ -153,19 +153,14 @@ function BattleManager:LetUnitsShoot(groups, targetGroups)
local point = self:GetRandomPoint({x = unitPos.x, y = unitPos.z }, targetGroups)
if point then
local qty = 1
local ammo = unit:getAmmo()
if ammo and ammo[1] then
qty = math.ceil((ammo[1].count or 1) / 50)
end
local ammo, qty = self:getBestAmmo(unit)
local shootTask = {
id = "FireAtPoint",
params = {
point = point,
radius = 1,
expendQty = qty,
weaponType = ammo,
expendQtyEnabled = true,
counterbattaryRadius = math.random(5, 10)
}
@@ -182,6 +177,41 @@ function BattleManager:LetUnitsShoot(groups, targetGroups)
end
end
end
end
---@param unit Unit
---@return number
---@return number
function BattleManager:getBestAmmo(unit)
if unit:getName() == "Ground-32-1" then
env.info(Spearhead.Util.toString(unit:getAmmo()))
end
local ammo = unit:getAmmo()
if not ammo then return 3221225470, 1 end -- Default ammo if no ammo is found
local shells = {}
for _, entry in pairs(ammo) do
if entry.count and entry.count > 0 then
if entry.desc.category == Weapon.Category.SHELL then
table.insert(shells, entry)
end
end
end
local entry = Spearhead.Util.randomFromList(shells)
if entry.desc.warhead then
local caliber = entry.desc.warhead.caliber
if caliber > 50 then
return 258503344128, 1
else
return 258503344129, 25
end
end
return 3221225470, 1
end
---@private