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