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test: deactivate AI event trace
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scripts/ai/tasks/CpAITaskFieldWork.lua

Lines changed: 16 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -59,9 +59,18 @@ function CpAITaskFieldWork:update(dt)
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end
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--- Makes sure the cp fieldworker gets started.
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function CpAITaskFieldWork:start()
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--- This function can be used to trace the triggering of AI events. The timing of these is critical for multiplayer
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--- to work properly, these traces help to determine if this timing is correct. Bad timing will result in implements
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--- not lowering or not turning on in multiplayer, while there are no symptoms in single player.
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---
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--- The game engine needs a separate phase for preparing to make sure that the
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--- * onAIFieldWorkerStart,
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--- * onAIFieldWorkerPrepareForWork,
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--- * onAIImplementStartLine
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--- events are generated one by one, one in each update loop so that at the end of the loop,
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--- AIFieldWorker:updateAIFieldWorker() triggers a onAIFieldWorkerActive event.
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---
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function CpAITaskFieldWork:turnOnAIEventTrace()
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self.vehicle.raiseAIEvent = function(vehicle, event1, event2, ...)
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if vehicle.cpLastRaiseAIEvent ~= event1 and vehicle.cpLastRaiseAIEvent2 ~= event2 then
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CpUtil.infoVehicle(vehicle, "raiseAIEvent %s %s", event1, event2)
@@ -79,7 +88,10 @@ function CpAITaskFieldWork:start()
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VehicleActionController.onAIEvent(actionController, sourceVehicle, eventName)
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end
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end
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end
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--- Makes sure the cp fieldworker gets started.
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function CpAITaskFieldWork:start()
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self:debug("Field work task started.")
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local spec = self.vehicle.spec_aiFieldWorker
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spec.isActive = true

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