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- function _M:drawicons()
- local enemies = spotHostiles()
- -- enemies exist?
- if enemies and (#enemies > 0) then
- print("existance of enemies, amount below")
- print(#enemies)
- -- for every enemy!
- for eid, null in ipairs(enemies) do
- local enemy_actor = enemies[eid]
- print(enemy_actor.name)
- energy_need = game.energy_to_act or 1000
- local e_energy_have = enemy_actor.energy.value or 1
- local y_energy_have = game.player.energy.value or 1
- local e_energy_gain = game.energy_per_tick * (enemy_actor.global_speed or 1 ) * (enemy_actor.energy.mod or 1)
- local y_energy_gain = game.energy_per_tick * (game.player.global_speed or 1 ) * (game.player.energy.mod or 1)
- local e_max_speed = table.min(getSpeeds(enemy_actor))
- if (e_energy_have > energy_need) then
- e_ticks_till_move = math.ceil((energy_need - e_energy_have + energy_need*e_max_speed) / (e_energy_gain))
- else
- e_ticks_till_move = math.ceil((energy_need - e_energy_have) / (e_energy_gain))
- end
- local i = 0
- local position = 0
- for i = 1,6 do
- local y_ticks_till_move = math.ceil((energy_need - y_energy_have + energy_need*getSpeeds(game.player)[i]) / (y_energy_gain))
- -- whether or not you get a free move depends on
- -- a. whether they are currently moving or not
- -- b. ticks till move and
- if (y_ticks_till_move < e_ticks_till_move) and (e_energy_have >= energy_need) then
- images[i][1]:toScreenFull(64*position+16, 16, 64, 64, images[i][2], images[i][3], 1, 1, 1, 1)
- position = position + 1
- print("extra move of type",move_type[i])
- elseif (y_ticks_till_move <= e_ticks_till_move) and (e_energy_have < energy_need) then
- images[i][1]:toScreenFull(64*position+16, 16, 64, 64, images[i][2], images[i][3], 1, 1, 1, 1)
- position = position + 1
- print("extra move of type",move_type[i])
- else
- print("NOT GETTING extra move of type",move_type[i])
- end
- end
- end
- print("[FREEACTIONMOD] run completed")
- end
- end
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