Add more configurability to AI MinimumExcessPower logic
Allows to scale the targeted minimum excess with building count as well as define a maximum cap to avoid overproducing powerplants.
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@@ -96,6 +96,15 @@ namespace OpenRA.Mods.Common.AI
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[Desc("Minimum excess power the AI should try to maintain.")]
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public readonly int MinimumExcessPower = 0;
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[Desc("Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.")]
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public readonly int ExcessPowerIncrement = 0;
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[Desc("Increase maintained excess power by ExcessPowerIncrement for every N base buildings.")]
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public readonly int ExcessPowerIncreaseThreshold = 1;
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[Desc("The targeted excess power the AI tries to maintain cannot rise above this.")]
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public readonly int MaximumExcessPower = 0;
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[Desc("Additional delay (in ticks) between structure production checks when there is no active production.",
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"StructureProductionRandomBonusDelay is added to this.")]
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public readonly int StructureProductionInactiveDelay = 125;
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@@ -193,7 +202,7 @@ namespace OpenRA.Mods.Common.AI
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public readonly UnitCategories UnitsCommonNames;
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[Desc("Tells the AI what building types fall under the same common name.",
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"Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction.")]
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"Possible keys are ConstructionYard, Power, Refinery, Silo, Barracks, Production, VehiclesFactory, NavalProduction.")]
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[FieldLoader.LoadUsing("LoadBuildingCategories", true)]
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public readonly BuildingCategories BuildingCommonNames;
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