fixed and made weapons more random
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@@ -153,19 +153,14 @@ function BattleManager:LetUnitsShoot(groups, targetGroups)
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local point = self:GetRandomPoint({x = unitPos.x, y = unitPos.z }, targetGroups)
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local point = self:GetRandomPoint({x = unitPos.x, y = unitPos.z }, targetGroups)
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if point then
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if point then
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local qty = 1
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local ammo, qty = self:getBestAmmo(unit)
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local ammo = unit:getAmmo()
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if ammo and ammo[1] then
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qty = math.ceil((ammo[1].count or 1) / 50)
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end
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local shootTask = {
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local shootTask = {
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id = "FireAtPoint",
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id = "FireAtPoint",
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params = {
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params = {
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point = point,
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point = point,
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radius = 1,
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radius = 1,
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expendQty = qty,
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expendQty = qty,
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weaponType = ammo,
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expendQtyEnabled = true,
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expendQtyEnabled = true,
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counterbattaryRadius = math.random(5, 10)
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counterbattaryRadius = math.random(5, 10)
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}
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}
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@@ -184,6 +179,41 @@ function BattleManager:LetUnitsShoot(groups, targetGroups)
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end
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end
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end
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end
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---@param unit Unit
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---@return number
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---@return number
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function BattleManager:getBestAmmo(unit)
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if unit:getName() == "Ground-32-1" then
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env.info(Spearhead.Util.toString(unit:getAmmo()))
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end
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local ammo = unit:getAmmo()
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if not ammo then return 3221225470, 1 end -- Default ammo if no ammo is found
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local shells = {}
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for _, entry in pairs(ammo) do
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if entry.count and entry.count > 0 then
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if entry.desc.category == Weapon.Category.SHELL then
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table.insert(shells, entry)
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end
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end
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end
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local entry = Spearhead.Util.randomFromList(shells)
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if entry.desc.warhead then
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local caliber = entry.desc.warhead.caliber
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if caliber > 50 then
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return 258503344128, 1
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else
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return 258503344129, 25
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end
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end
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return 3221225470, 1
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end
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---@private
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---@private
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---@param unit Unit
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---@param unit Unit
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---@return boolean
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---@return boolean
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