@漓渊
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local i = math.random(1, variants)
-- 暗影系亡灵法师领袖1位
local e = E:create_entity("re_current_1")
-- 民兵系骑士领袖1位
local f = E:create_entity("re_current_2")
if spawned_special then
local a = 2 * math.pi / 3
local spawn_pos = U.point_on_ellipse(V.v(x, y), special_spawn_radius, a - math.pi / 2 + special_angle_offset)
e.pos = V.vclone(spawn_pos)
f.pos = V.vclone(spawn_pos)
else
e.pos.x = x + 10
e.pos.y = y - 10
f.pos.x = x - 10
f.pos.y = y + 10
end
e.nav_rally.center = V.v(x, y)
e.nav_rally.pos = V.vclone(e.pos)
e.reinforcement.squad_id = this.id
f.nav_rally.center = V.v(x, y)
f.nav_rally.pos = V.vclone(f.pos)
f.reinforcement.squad_id = this.id
queue_insert(store, e)
queue_insert(store, f)
i = math.random(1, variants)
-- 暗影系暗影射手2位
e = E:create_entity("re_current_2")
-- 民兵系叛乱义军2位
f = E:create_entity("re_current_1")
if spawned_special then
local a = 2 * math.pi / 3
local spawn_pos = U.point_on_ellipse(V.v(x, y), special_spawn_radius, 2 * a - math.pi / 2 + special_angle_offset)
e.pos = V.vclone(spawn_pos)
f.pos = V.vclone(spawn_pos)
else
e.pos.x = x - 10
e.pos.y = y + 10
f.pos.x = x + 10
f.pos.y = y - 10
end
e.nav_rally.center = V.v(x, y)
e.nav_rally.pos = V.vclone(e.pos)
e.reinforcement.squad_id = this.id
f.nav_rally.center = V.v(x, y)
f.nav_rally.pos = V.vclone(f.pos)
f.reinforcement.squad_id = this.id
queue_insert(store, e)
queue_insert(store, f)