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WalkthroughThe update refines MIRV execution by requiring the target to always be a Player, handling invalid targets with warnings and early deactivation. The proximity checking method is renamed for clarity. The warhead targeting logic is expanded to include more unit types, with improved validation and logging for edge cases. Changes
Sequence Diagram(s)sequenceDiagram
participant MIRVExecution
participant GameLogger
participant Player
participant Tile
MIRVExecution->Tile: Get owner of target tile
alt Owner is Player
MIRVExecution->Player: Set as targetPlayer
else Owner is not Player
MIRVExecution->GameLogger: Log warning
MIRVExecution->MIRVExecution: Deactivate execution
end
MIRVExecution->Player: Get all units
loop For each unit
alt Unit is not TradeShip or nuke-type
MIRVExecution->MIRVExecution: Check proximity to existing targets
alt Not too close
MIRVExecution->MIRVExecution: Add as warhead target
end
end
end
alt No warheads added
MIRVExecution->GameLogger: Log warning
MIRVExecution->MIRVExecution: Deactivate execution
end
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This reverts commit 185fcb5.
Description:
Have MIRVs first target enemy units.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
evan