diff --git a/OpenRA.Mods.Common/AI/HackyAI.cs b/OpenRA.Mods.Common/AI/HackyAI.cs index 39f31480b8..dd1cfeed5f 100644 --- a/OpenRA.Mods.Common/AI/HackyAI.cs +++ b/OpenRA.Mods.Common/AI/HackyAI.cs @@ -56,11 +56,11 @@ namespace OpenRA.Mods.Common.AI public readonly int MinimumExcessPower = 0; [Desc("Delay (in ticks) between structure production checks when there is no active production.", - "A StructureProductionRandomBonusDelay is added to this.")] + "A StructureProductionRandomBonusDelay is added to this.")] public readonly int StructureProductionInactiveDelay = 125; [Desc("Delay (in ticks) between structure production checks when actively building things.", - "A StructureProductionRandomBonusDelay is added to this.")] + "A StructureProductionRandomBonusDelay is added to this.")] public readonly int StructureProductionActiveDelay = 10; [Desc("A random delay (in ticks) of up to this is added to active/inactive production delays.")] @@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.AI public readonly int StructureProductionResumeDelay = 1500; [Desc("After how many failed attempts to place a structure should AI give up and wait", - "for StructureProductionResumeDelay before retrying.")] + "for StructureProductionResumeDelay before retrying.")] public readonly int MaximumFailedPlacementAttempts = 3; [Desc("Delay (in ticks) until rechecking for new BaseProviders.")] @@ -101,8 +101,8 @@ namespace OpenRA.Mods.Common.AI public readonly int MaxBaseRadius = 20; [Desc("Radius in cells around each building with ProvideBuildableArea", - "to check for a 3x3 area of water where naval structures can be built.", - "Should match maximum adjacency of naval structures.")] + "to check for a 3x3 area of water where naval structures can be built.", + "Should match maximum adjacency of naval structures.")] public readonly int CheckForWaterRadius = 8; [Desc("Production queues AI uses for producing units.")] @@ -281,6 +281,7 @@ namespace OpenRA.Mods.Common.AI foreach (var b in baseProviders) { // TODO: Unhardcode terrain type + // TODO2: 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) @@ -307,6 +308,7 @@ namespace OpenRA.Mods.Common.AI foreach (var a in areaProviders) { // TODO: Unhardcode terrain type + // TODO2: 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)