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Tools / Re: UnitSprite Studio
« on: September 21, 2023, 01:26:28 pm »
I'm sure it can be automated somehow, I'll give it a try.
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I'd rather split off my decision-making right at the beginning from a clean slate. That will obviously take longer but I'll feel a lot more in control of what happens.
if (!handlePanickingUnit(_save->getSelectedUnit()))
handleAI(_save->getSelectedUnit());
I have my AI module return a BattleAction and let that be handled by the Battlescape: BattleAction unitAction = sideAI[_save->getSide()]->HandleTurn();
if (unitAction.type != BA_NONE)
{
handleUnitAction(unitAction);
}