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require "taskqueues"
require "taskqueuebehaviour"
require "attackerbehaviour"
--require "missingfactorybehaviour"
require "engineerturretbehaviour"
require "autoreclaimbehaviour"
require "lowenergybehaviour"
require "factoryregisterbehaviour"
behaviours = {
--eorb = {
-- AutoReclaimBehaviour,
--},
ebasefactory = {
TaskQueueBehaviour,
FactoryRegisterBehaviour,
},
eairplant = {
TaskQueueBehaviour,
FactoryRegisterBehaviour,
},
eamphibfac = {
TaskQueueBehaviour,
FactoryRegisterBehaviour,
},
eminifac = {
TaskQueueBehaviour,
FactoryRegisterBehaviour,
},
ecommander = {
TaskQueueBehaviour,
LowEnergyBehaviour,
EngineerTurretBehaviour,
},
eengineer5 = {
TaskQueueBehaviour,
--MissingFactoryBehaviour,
EngineerTurretBehaviour,
LowEnergyBehaviour,
},
eamphibengineer = {
TaskQueueBehaviour,
--MissingFactoryBehaviour,
EngineerTurretBehaviour,
LowEnergyBehaviour,
},
eairengineer = {
TaskQueueBehaviour,
--MissingFactoryBehaviour,
EngineerTurretBehaviour,
LowEnergyBehaviour,
},
eallterrengineer = {
TaskQueueBehaviour,
--MissingFactoryBehaviour,
EngineerTurretBehaviour,
LowEnergyBehaviour,
},
}
function defaultBehaviours(unit)
b = {}
u = unit:Internal()
if u:CanBuild() then
table.insert(b,TaskQueueBehaviour)
if u:CanMove() then
local utype = game:GetTypeByName("ebasefactory")
if u:CanBuild(utype) then
table.insert(b,MissingFactoryBehaviour)
end
utype = game:GetTypeByName("elightturret2")
if u:CanBuild(utype) then
table.insert(b,EngineerTurretBehaviour)
end
end
else
if IsAttacker(unit) then
table.insert(b,AttackerBehaviour)
end
end
return b
end
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