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