Does it look like then there is a BUG between how CanBombard and Bombard work. I'm thinking Bombard should be coded like CanBombard instead of using the IsNextTo. As it is now ArmyData:BOmbard doesnt even check if it CanBombard, instead it checks if the unit "IsNextTo"
As far as an army with different bombard range. I think it calculates as a single army each unit that can bombard. So (hypothetically) a catapult of 1 doesnt bombard but only the cannons of 2 can. Atleast how the code looks.
should it be
As far as an army with different bombard range. I think it calculates as a single army each unit that can bombard. So (hypothetically) a catapult of 1 doesnt bombard but only the cannons of 2 can. Atleast how the code looks.
should it be
Code:
ORDER_RESULT ArmyData::Bombard(const MapPoint &orderPoint) { MapPoint point = orderPoint; static CellUnitList defender; defender.Clear(); g_theWorld->GetArmy(point, defender); sint32 i; BOOL isSpaceBombard = FALSE; if(point == m_pos) { return ORDER_RESULT_ILLEGAL; } else { if(!point.[b]CanBombard[/b](m_pos)) { return ORDER_RESULT_ILLEGAL; } }
Comment