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.
This commit is contained in:
reaperrr
2017-12-28 00:07:23 +01:00
committed by Paul Chote
parent 104148378f
commit 3d4095cffd

View File

@@ -66,8 +66,8 @@ namespace OpenRA.Mods.Common.AI
static readonly string[] DefaultRulesNearDeadOwnHealth = new[] static readonly string[] DefaultRulesNearDeadOwnHealth = new[]
{ {
"if ((OwnHealth is NearDead) " + "if ((OwnHealth is NearDead) " +
"and (EnemyHealth is Injured) " + "and ((EnemyHealth is NearDead) or (EnemyHealth is Injured)) " +
"and (RelativeAttackPower is Equal) " + "and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " +
"then AttackOrFlee is Attack", "then AttackOrFlee is Attack",