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