Un-hardcoded excess power factor and excess power minimum
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@@ -30,6 +30,10 @@ namespace OpenRA.Mods.RA.AI
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public readonly int RushInterval = 600;
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public readonly int RushInterval = 600;
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public readonly int AttackForceInterval = 30;
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public readonly int AttackForceInterval = 30;
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[Desc("By what factor should power output exceed power consumption.")]
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public readonly float ExcessPowerFactor = 1.2f;
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[Desc("By what minimum amount should power output exceed power consumption.")]
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public readonly int MinimumExcessPower = 50;
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// Temporary hack to maintain previous rallypoint behavior.
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// Temporary hack to maintain previous rallypoint behavior.
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public readonly string RallypointTestBuilding = "fact";
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public readonly string RallypointTestBuilding = "fact";
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public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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@@ -223,8 +227,8 @@ namespace OpenRA.Mods.RA.AI
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bool HasAdequatePower()
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bool HasAdequatePower()
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{
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{
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// note: CNC `fact` provides a small amount of power. don't get jammed because of that.
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// note: CNC `fact` provides a small amount of power. don't get jammed because of that.
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return playerPower.PowerProvided > 50 &&
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return playerPower.PowerProvided > Info.MinimumExcessPower &&
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playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
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playerPower.PowerProvided > playerPower.PowerDrained * Info.ExcessPowerFactor;
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}
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}
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bool HasAdequateFact()
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bool HasAdequateFact()
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