From 3d4095cffdac6d4bc787bc5dd720029f5a4419e7 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Thu, 28 Dec 2017 00:07:23 +0100 Subject: [PATCH] Make sure AttackOrFlee returns Attack when it makes sense Not listing enemy "NearDead" and own relative atk power "Strong" here looked wrong, and might've resulted in no decision being made. --- OpenRA.Mods.Common/AI/AttackOrFleeFuzzy.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Common/AI/AttackOrFleeFuzzy.cs b/OpenRA.Mods.Common/AI/AttackOrFleeFuzzy.cs index 735078daa4..7ce7dc1704 100644 --- a/OpenRA.Mods.Common/AI/AttackOrFleeFuzzy.cs +++ b/OpenRA.Mods.Common/AI/AttackOrFleeFuzzy.cs @@ -66,8 +66,8 @@ namespace OpenRA.Mods.Common.AI static readonly string[] DefaultRulesNearDeadOwnHealth = new[] { "if ((OwnHealth is NearDead) " + - "and (EnemyHealth is Injured) " + - "and (RelativeAttackPower is Equal) " + + "and ((EnemyHealth is NearDead) or (EnemyHealth is Injured)) " + + "and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " + "then AttackOrFlee is Attack",