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LowEnergyBehaviour = class(Behaviour)
function LowEnergyBehaviour:Init()
--
self.active = false
self.underfire = false
end
function LowEnergyBehaviour:UnitCreated(unit)
end
function LowEnergyBehaviour:UnitIdle(unit)
if unit:Internal():ID() == self.unit:Internal():ID() then
if not self:IsActive() then
res = game:GetResourceByName("energy")
if res == nil then
game:SendToConsole("res == nil in LowEnergyBehaviour")
else
if res.reserves == 0 then
self.underfire = true
self.unit:ElectBehaviour()
end
end
else
self.underfire = false
self.unit:ElectBehaviour()
end
end
if unit:Internal():ID() == self.unit:Internal():ID() then
if self:IsActive() then
self.unit:ElectBehaviour()
end
end
end
function LowEnergyBehaviour:Update()
--
end
function LowEnergyBehaviour:Activate()
self.underfire = false
local s = self.unit:Internal():Build("esolar2")
if s then
self.active = true
else
self.unit:ElectBehaviour()
end
end
function LowEnergyBehaviour:Deactivate()
self.active = false
self.underfire = false
end
function LowEnergyBehaviour:Priority()
if self.underfire == true then
return 110
end
return 0
end
function LowEnergyBehaviour:UnitDead(unit)
--
end
function LowEnergyBehaviour:UnitDamaged(unit,attacker)
end
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