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- ; TryShootOrReloadOrOverwatch changes: Proceed as normal, but add a new node to the end such that if this is the last
- ; action point, force an overwatch if the ability is available. Intended to avoid double-moving units if they fail the
- ; random roll for overwatch. The sequence now is to try the overwatch roll, possibly just shoot, possibly reload (see below)
- ; and finally force an overwatch if we can. If overwatch isn't available we'll fail this node and try something else (probably
- ; move). Note that due to the first action node changes below we should usually not reload with this action if we are in
- ; last action point, we instead prefer to reload with the first action to avoid move-reload turns. This may still occur
- ; and is left in this node to handle cases where the unit does move, e.g. they're both flanked and out of ammo, they may
- ; move to get out of flank and then reload to be able to act next turn.
- -Behaviors=(BehaviorName=TryShootOrReloadOrOverwatch, NodeType=Selector, Child[0]=ConsiderTakingOverwatch, Child[1]=ShootIfAvailable, Child[2]=NeedsReload)
- +Behaviors=(BehaviorName=TryShootOrReloadOrOverwatch, NodeType=Selector, Child[0]=ConsiderTakingOverwatch, Child[1]=ShootIfAvailable, Child[2]=NeedsReload, Child[3]=TryOverwatchLastAction)
- ; AvoidDoubleMove - Conditions for which we should try to avoid double moving, and instead overwatch.
- ; Currently: If we can see any enemies, it's preferable to OW instead of taking a second move. This avoids enemies move/OWing instead of
- ; trying to catch up to XCOM when they're being outrun.
- +Behaviors=(BehaviorName=AvoidDoubleMove, NodeType=Selector, Child[0]=AnyLivingEnemyVisible)
- ; TryOverwatchLastAction - If this is the last action and we're in double-move avoidance mode, overwatch if it is available.
- +Behaviors=(BehaviorName=TryOverwatchLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AvoidDoubleMove, Child[2]=TryOverwatch)
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