Added TODOs for foundation of checked water cells

Fix description style issues
This commit is contained in:
reaperrr
2015-07-27 13:50:53 +02:00
parent 91178d6f62
commit d8e458d028

View File

@@ -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)