Unhardcode AI's MinimumRefineryCount numbers.

This commit is contained in:
Mustafa Alperen Seki
2020-08-03 10:47:03 +03:00
committed by abcdefg30
parent d519cabae3
commit 4cc5104fde

View File

@@ -67,6 +67,12 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Increase maintained excess power by ExcessPowerIncrement for every N base buildings.")]
public readonly int ExcessPowerIncreaseThreshold = 1;
[Desc("Number of refineries to build before building a barracks.")]
public readonly int InititalMinimumRefineryCount = 1;
[Desc("Number of refineries to build additionally after building a barracks.")]
public readonly int AdditionalMinimumRefineryCount = 1;
[Desc("Additional delay (in ticks) between structure production checks when there is no active production.",
"StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionInactiveDelay = 125;
@@ -270,9 +276,7 @@ namespace OpenRA.Mods.Common.Traits
{
get
{
// Unless we have no barracks (higher priority), require a 2nd refinery.
// TODO: Possibly unhardcode this, at least the targeted minimum of 2 (the fallback can probably stay at 1).
return AIUtils.CountBuildingByCommonName(Info.BarracksTypes, player) > 0 ? 2 : 1;
return AIUtils.CountBuildingByCommonName(Info.BarracksTypes, player) > 0 ? Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount : Info.InititalMinimumRefineryCount;
}
}