--'****************************************************** --'* Боевой отряд группировки. --'* Выполняемые функции: --'* - Атака смарта --'* - Защита смарта --'* - Сбор ресурса --'* - Перемещение между смартами --'****************************************************** --[[ --' Свойства отряда для вывода на мапспот. function sim_squad_generic:get_squad_props() if not _G.dev_debug then local current_action = self.current_action local str = self.player_id if str == "renegade" then str = "ui_st_name_bandit_2" elseif str == "bandit" then str = "ui_st_name_bandit" elseif str == "csky" then str = "ui_st_name_csky" elseif str == "dolg" then str = "ui_st_name_dolg" elseif str == "freedom" then str = "ui_st_name_freedom" elseif str == "stalker" then str = "ui_st_name_stalker" end if current_action and current_action.name == "attack_point" then if self.assigned_target_smart_id ~= nil then str = game.translate_string(str).."\\n"..game.translate_string("st_target")..": "..smart_names.get_smart_terrain_name(self.board.smarts[self.assigned_target_smart_id].smrt) end end return str end local t = "["..tostring(self.squad_id).."] power: "..tostring(self.squad_power).."("..tostring(self.squad_attack_power)..")\\n" if self.smart_id ~= nil then t = t .. "smart: " .. self.board.smarts[self.smart_id].smrt:name().."\\n" end if self.assigned_target_smart_id ~= nil then t = t .. "target: " .. self.board.smarts[self.assigned_target_smart_id].smrt:name().."\\n" end local current_action = self.current_action if current_action ~= nil then local current_action_name = current_action.name t = t .. current_action_name if current_action_name == "attack_point" then if current_action.dest_smrt_id ~= nil then t = t .. ": " .. self.board.smarts[current_action.dest_smrt_id].smrt:name() else t = t .. ": nil" end end end return t end ]]