Open S-S-X opened 3 years ago
the problem with active objects is that they need to be active if they should appear in get_objects_inside_radius
i guess this would work currently for small ships but fails with large fleets
What happens when it fails, will objects still get removed even while mod cannot know that those exist?
What happens when it fails, will objects still get removed even while mod cannot know that those exist?
i think thats part of the current problems (#91 and #89 partially) i haven't tested it but i guess the objects just don't appear in the list and don't get removed/moved... :shrug:
Check object meta before jump and stop process if protected mobs found from area.
Or possibly move mobs but this should be tested well enough with all mobs that can be protected. One way could be forcing on_move callback implementation for protected mobs, if method not found from definition then stop process. If found then call it, possibly even allow actively canceling jump if return value == false.