Instead of hacking apart and causing new bugs/confusion with what state can eject what, maybe we should introduce new states and a method that can properly move units in an out of states.
Here's our current states:
var TankStateEnum = {
IDLE : 0,
MOVE : 1,
TARGET_AQUIRED : 2,
TARGET_IN_RANGE : 3,
CRASH_AND_BURN : 4,
EVASIVE_ACTION : 5, // New : Moving units can take evasive actions to retreat and heal
STOP : 6 // New : Makes the units stop at their position, can start move again if attacked
}
We should add something like the following:
/*EVASIVE_ACTION*/
EVADE; // Replaces EVASION_ACTION. Obtain nearest base, go to it (obtains random point)
EVADE_AND_ATTACK; // While evading back to base, if attacked, attack nearby peeps
/* STOP */
STOP_AND_GUARD; // Replaces STOP. While at the base and healing for example, scan and attack for nearby units, but don't move out of position
Instead of hacking apart and causing new bugs/confusion with what state can eject what, maybe we should introduce new states and a method that can properly move units in an out of states.
Here's our current states:
We should add something like the following:
Stuff like that!