INNER CODE UNIT · C
entity
acoto87/war1 · src/war_ai.c:198
WarEntity* entity = units->items[i];
if (entity)
{
WarUnitComponent* unit = we_getUnitComponent(context, entity);
assert(unit);
if (unit->player == aiPlayer->index)
{
if (!wst_isTraining(context, entity) &&
!wst_isGoingToTrain(context, entity) &&
!wst_isUpgrading(context, entity) &&
!wst_isGoingToUpgrade(context, entity))
{
if (wst_canSubmitTransition(context, entity, WAR_INTERRUPT_AI_ORDER))
{
WarStateTrain* trainState = wst_createTrainState(context, entity, unitType, (f32)stats->buildTime, stats->goldCost, stats->woodCost, command);
return wst_resetState(context, entity, (WarStateBase*)trainState, WAR_TRANSITION_CAUSE_AI_ORDER);
}