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);
                            }

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