Fix StyleCop warnings in OpenRA.Mods.RA
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@@ -12,8 +12,8 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using AI.Fuzzy.Library;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.AI
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@@ -201,6 +201,7 @@ namespace OpenRA.Mods.RA.AI
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if (warhead != null)
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sumOfDamage += warhead.Damage;
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}
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return sumOfDamage;
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});
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}
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@@ -73,10 +73,9 @@ namespace OpenRA.Mods.RA.AI
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HackyAI.BotDebug("AI: {0} is starting production of {1}".F(player, item.Name));
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world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
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}
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// Production is complete
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else if (currentBuilding.Done)
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{
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// Production is complete
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// Choose the placement logic
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// HACK: HACK HACK HACK
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var type = BuildingType.Building;
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@@ -735,6 +735,7 @@ namespace OpenRA.Mods.RA.AI
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foreach (var kv in powers)
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{
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var sp = kv.Value;
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// Add power to dictionary if not in delay dictionary yet
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if (!waitingPowers.ContainsKey(sp))
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waitingPowers.Add(sp, 0);
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@@ -743,7 +744,7 @@ namespace OpenRA.Mods.RA.AI
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waitingPowers[sp]--;
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// If we have recently tried and failed to find a use location for a power, then do not try again until later
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var isDelayed = (waitingPowers[sp] > 0);
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var isDelayed = waitingPowers[sp] > 0;
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if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName))
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{
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var powerDecision = powerDecisions[sp.Info.OrderName];
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@@ -780,7 +781,7 @@ namespace OpenRA.Mods.RA.AI
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}
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}
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///<summary>Scans the map in chunks, evaluating all actors in each.</summary>
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/// <summary>Scans the map in chunks, evaluating all actors in each.</summary>
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CPos? FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower)
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{
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CPos? bestLocation = null;
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@@ -815,7 +816,7 @@ namespace OpenRA.Mods.RA.AI
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return bestLocation;
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}
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///<summary>Detail scans an area, evaluating positions.</summary>
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/// <summary>Detail scans an area, evaluating positions.</summary>
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CPos? FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1)
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{
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CPos? bestLocation = null;
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@@ -829,11 +830,11 @@ namespace OpenRA.Mods.RA.AI
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var checkRadius = powerDecision.CoarseScanRadius;
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var fineCheck = powerDecision.FineScanRadius;
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for (var i = (0 - extendedRange); i <= (checkRadius + extendedRange); i += fineCheck)
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for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck)
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{
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var x = checkPos.X + i;
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for (var j = (0 - extendedRange); j <= (checkRadius + extendedRange); j += fineCheck)
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for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
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{
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var y = checkPos.Y + j;
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var pos = world.Map.CenterOfCell(new CPos(x, y));
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.RA
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[Desc("What support power does this decision apply to?")]
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public readonly string OrderName = "AirstrikePowerInfoOrder";
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[Desc("What is the coarse scan radius of this power?","For finding the general target area, before doing a detail scan","Should be 10 or more to avoid lag")]
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[Desc("What is the coarse scan radius of this power?", "For finding the general target area, before doing a detail scan", "Should be 10 or more to avoid lag")]
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public readonly int CoarseScanRadius = 20;
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[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
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@@ -59,7 +59,7 @@ namespace OpenRA.Mods.RA
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return ret;
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}
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///<summary>Evaluates the attractiveness of a position according to all considerations</summary>
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/// <summary>Evaluates the attractiveness of a position according to all considerations</summary>
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public int GetAttractiveness(WPos pos, Player firedBy)
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{
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var answer = 0;
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.RA
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return answer;
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}
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///<summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
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/// <summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
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public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
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{
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var answer = 0;
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@@ -95,10 +95,10 @@ namespace OpenRA.Mods.RA
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public int GetNextScanTime(HackyAI ai) { return ai.random.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
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///<summary>Makes up part of a decision, describing how to evaluate a target.</summary>
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/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
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class Consideration
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{
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public enum DecisionMetric { Health, Value, None };
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public enum DecisionMetric { Health, Value, None }
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[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
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public readonly Stance Against = Stance.Enemy;
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@@ -120,7 +120,7 @@ namespace OpenRA.Mods.RA
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FieldLoader.Load(this, yaml);
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}
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///<summary>Evaluates a single actor according to the rules defined in this consideration</summary>
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/// <summary>Evaluates a single actor according to the rules defined in this consideration</summary>
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public int GetAttractiveness(Actor a, Stance stance, Player firedBy)
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{
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if (stance != Against)
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@@ -152,6 +152,7 @@ namespace OpenRA.Mods.RA
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return Attractiveness;
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}
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}
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return 0;
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}
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}
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