Allow to customize which terrain types are considered water by HackyAI

For naval structure placement.
This commit is contained in:
reaperrr
2016-07-10 22:29:54 +02:00
parent 1e43554559
commit abaa0f4da5

View File

@@ -134,6 +134,9 @@ namespace OpenRA.Mods.Common.AI
"Should match maximum adjacency of naval structures.")]
public readonly int CheckForWaterRadius = 8;
[Desc("Terrain types which are considered water for base building purposes.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
@@ -323,14 +326,13 @@ namespace OpenRA.Mods.Common.AI
foreach (var b in baseProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
// TODO: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var countWaterCells = Map.FindTilesInCircle(b.Location, Info.MaxBaseRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(a => playerWorld.Map.GetTerrainInfo(a).IsWater))
.All(a => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(a).Type)))
.Count();
if (countWaterCells > 0)
@@ -348,14 +350,13 @@ namespace OpenRA.Mods.Common.AI
foreach (var a in areaProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
// TODO: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var adjacentWater = Map.FindTilesInCircle(a.Location, Info.CheckForWaterRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(b => playerWorld.Map.GetTerrainInfo(b).IsWater))
.All(ac => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(ac).Type)))
.Count();
if (adjacentWater > 0)