AI base builder power tweaks

This commit is contained in:
reaperrr
2015-06-27 02:01:28 +02:00
parent 9594dd7e30
commit 27ffd4967a
6 changed files with 17 additions and 3 deletions

View File

@@ -135,7 +135,7 @@ namespace OpenRA.Mods.Common.AI
var buildableThings = queue.BuildableItems();
// First priority is to get out of a low power situation
if (playerPower.ExcessPower < 0)
if (playerPower.ExcessPower < ai.Info.MinimumExcessPower)
{
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0)
@@ -202,7 +202,7 @@ namespace OpenRA.Mods.Common.AI
// Will this put us into low power?
var actor = world.Map.Rules.Actors[frac.Key];
var pis = actor.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1);
if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
{
// Try building a power plant instead
var power = GetProducibleBuilding("Power",