LuaAI: (1) small indent fix (2) added a TODO...

...that might be useful in the future
This commit is contained in:
Dmitry Kovalenko 2012-04-11 23:54:16 +00:00
parent 175d0a84f5
commit f88113e5d9

View file

@ -183,7 +183,7 @@ static int ai_execute_move(lua_State *L, bool remove_movement)
if (lua_isboolean(L, index)) {
unreach_is_ok = lua_toboolean(L, index);
}
ai::move_result_ptr move_result = ai::actions::execute_move_action(side,true,from,to,remove_movement, unreach_is_ok);
ai::move_result_ptr move_result = ai::actions::execute_move_action(side,true,from,to,remove_movement, unreach_is_ok);
return transform_ai_action(L,move_result);
}
@ -218,7 +218,11 @@ static int cfun_ai_execute_attack(lua_State *L)
if (!lua_isnoneornil(L, index + 1) && attacker_weapon != -1) {
attacker_weapon = lua_tointeger(L, index + 1) - 1; // Done for consistency of the Lua style
}
//TODO: Right now, aggression is used by the attack execution functions to determine the weapon to be used.
// If a decision is made to expand the function that determines the weapon, this block must be refactored
// to parse aggression if a single int is on the stack, or create a table of parameters, if a table is on the
// stack.
if (!lua_isnoneornil(L, index) && lua_isnumber(L,index)) {
aggression = lua_tonumber(L, index);
}