From 24ed5f7a1a5c04844fb5b2e71e3cbc536bcb65e3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Thu, 22 Dec 2022 20:21:54 +0100 Subject: [PATCH] Add linting to AI squad manager types. --- .../Traits/BotModules/SquadManagerBotModule.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/OpenRA.Mods.Common/Traits/BotModules/SquadManagerBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/SquadManagerBotModule.cs index bc0caaa7f0..07ed5a8c79 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/SquadManagerBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/SquadManagerBotModule.cs @@ -21,21 +21,27 @@ namespace OpenRA.Mods.Common.Traits [Desc("Manages AI squads.")] public class SquadManagerBotModuleInfo : ConditionalTraitInfo { + [ActorReference] [Desc("Actor types that are valid for naval squads.")] public readonly HashSet NavalUnitsTypes = new HashSet(); + [ActorReference] [Desc("Actor types that are excluded from ground attacks.")] public readonly HashSet AirUnitsTypes = new HashSet(); + [ActorReference] [Desc("Actor types that should generally be excluded from attack squads.")] public readonly HashSet ExcludeFromSquadsTypes = new HashSet(); + [ActorReference] [Desc("Actor types that are considered construction yards (base builders).")] public readonly HashSet ConstructionYardTypes = new HashSet(); + [ActorReference] [Desc("Enemy building types around which to scan for targets for naval squads.")] public readonly HashSet NavalProductionTypes = new HashSet(); + [ActorReference] [Desc("Own actor types that are prioritized when defending.")] public readonly HashSet ProtectionTypes = new HashSet();