Avoid consecutive attempts to build naval structures

If not enough water space can be found inside the base perimeter, stop the AI from trying to build naval production buildings permanently until it deploys another construction yard.

If enough water is available within the base perimeter, check whether any
building that provides buildable area (for adjacency) is close enough to
water, otherwise don't even start producing this naval structure.
This commit is contained in:
reaperrr
2015-07-21 07:30:14 +02:00
parent 0a5b812bb7
commit 65a6489ef1
3 changed files with 114 additions and 5 deletions

View File

@@ -8,7 +8,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -118,7 +119,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -245,7 +247,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -371,7 +374,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv