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UnitHandler = class(Module)
function UnitHandler:Name()
return "UnitHandler"
end
function UnitHandler:internalName()
return "unithandler"
end
function UnitHandler:Init()
self.units = {}
self.myUnits = {}
self.behaviourFactory = BehaviourFactory()
self.behaviourFactory:Init()
end
function UnitHandler:Update()
for k,v in pairs(self.myUnits) do
v:Update()
end
end
function UnitHandler:GameEnd()
for k,v in pairs(self.myUnits) do
v:GameEnd()
end
end
function UnitHandler:UnitCreated(engineunit)
u = Unit()
self.units[engineunit:ID()] = u
u:SetEngineRepresentation(engineunit)
u:Init()
if engineunit:Team() == game:GetTeamID() then
self.myUnits[engineunit:ID()] = u
self.behaviourFactory:AddBehaviours(u)
end
for k,v in pairs(self.myUnits) do
v:UnitCreated(u)
end
end
function UnitHandler:UnitBuilt(engineunit)
local u = self:AIRepresentation(engineunit)
if u ~= nil then
for k,v in pairs(self.myUnits) do
v:UnitBuilt(u)
end
end
end
function UnitHandler:UnitDead(engineunit)
local u = self:AIRepresentation(engineunit)
if u ~= nil then
for k,v in pairs(self.myUnits) do
v:UnitDead(u)
end
end
self.units[engineunit:ID()] = nil
self.myUnits[engineunit:ID()] = nil
end
function UnitHandler:UnitDamaged(engineunit,attacker,damage)
local u = self:AIRepresentation(engineunit)
local a = self:AIRepresentation(attacker)
for k,v in pairs(self.myUnits) do
v:UnitDamaged(u,a,damage)
end
end
function UnitHandler:AIRepresentation(engineUnit)
if engineUnit == nil then
return nil
end
local unittable = self.units
local u = unittable[engineUnit:ID()]
if u == nil then
u = Unit()
self.units[engineUnit:ID()] = u
u:SetEngineRepresentation(engineUnit)
u:Init()
if engineUnit:Team() == game:GetTeamID() then
self.behaviourFactory:AddBehaviours(u)
self.myUnits[engineUnit:ID()] = u
end
end
return u
end
function UnitHandler:UnitIdle(engineunit)
local u = self:AIRepresentation(engineunit)
if u ~= nil then
for k,v in pairs(self.units) do
v:UnitIdle(u)
end
end
end
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