/// <summary> /// If guard mode is set but no target is selected, pick something /// </summary> protected virtual void GetGuardNonTarget() { if (weaponManager && weaponManager.guardMode && !targetVessel) { TargetInfo potentialTarget = BDATargetManager.GetLeastEngagedTarget(weaponManager); if (potentialTarget && potentialTarget.Vessel) { targetVessel = potentialTarget.Vessel; } } }
/// <summary> /// If guard mode is set but no target is selected, pick something /// </summary> protected virtual void GetGuardNonTarget() { if (weaponManager && weaponManager.guardMode && !targetVessel) { // select target based on competition style TargetInfo potentialTarget = BDArmorySettings.DEFAULT_FFA_TARGETING ? BDATargetManager.GetClosestTargetWithBiasAndHysteresis(weaponManager) : BDATargetManager.GetLeastEngagedTarget(weaponManager); if (potentialTarget && potentialTarget.Vessel) { targetVessel = potentialTarget.Vessel; } } }