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petra: reduce a bit the distance between ccs for defensive ai + some cleanup
This was SVN commit r20791.
This commit is contained in:
@@ -435,9 +435,7 @@ m.AttackManager.prototype.unpauseAllPlans = function()
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m.AttackManager.prototype.getAttackInPreparation = function(type)
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{
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if (!this.upcomingAttacks[type].length)
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return undefined;
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return this.upcomingAttacks[type][0];
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return this.upcomingAttacks[type].length ? this.upcomingAttacks[type][0] : undefined;
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};
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/**
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@@ -682,7 +682,7 @@ m.AttackPlan.prototype.assignUnits = function(gameState)
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let num = 0;
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let numbase = {};
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let keep = this.type != "Rush" ?
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6 + 4 * gameState.getNumPlayerEnemies() + 6 * this.Config.personality.defensive : 8;
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6 + 4 * gameState.getNumPlayerEnemies() + 8 * this.Config.personality.defensive : 8;
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keep = Math.round(this.Config.popScaling * keep);
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for (let ent of gameState.getOwnEntitiesByRole("worker", true).values())
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{
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@@ -723,22 +723,18 @@ m.AttackPlan.prototype.isAvailableUnit = function(gameState, ent)
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/** Reassign one (at each turn) Cav unit to fasten raid preparation. */
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m.AttackPlan.prototype.reassignCavUnit = function(gameState)
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{
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let found;
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for (let ent of this.unitCollection.values())
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{
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if (!ent.position() || ent.getMetadata(PlayerID, "transport") !== undefined)
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continue;
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if (!ent.hasClass("Cavalry") || !ent.hasClass("CitizenSoldier"))
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continue;
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found = ent;
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break;
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}
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if (!found)
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let raid = gameState.ai.HQ.attackManager.getAttackInPreparation("Raid");
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ent.setMetadata(PlayerID, "plan", raid.name);
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this.unitCollection.updateEnt(ent);
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raid.unitCollection.updateEnt(ent);
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return;
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let raid = gameState.ai.HQ.attackManager.getAttackInPreparation("Raid");
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found.setMetadata(PlayerID, "plan", raid.name);
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this.unitCollection.updateEnt(found);
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raid.unitCollection.updateEnt(found);
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}
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};
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m.AttackPlan.prototype.chooseTarget = function(gameState)
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@@ -1061,7 +1061,7 @@ m.HQ.prototype.findStrategicCCLocation = function(gameState, template)
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let cellSize = this.territoryMap.cellSize;
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let currentVal, delta;
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let distcc0, distcc1, distcc2;
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let favoredDistance = template.hasClass("Colony") ? 220 : 280;
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let favoredDistance = (template.hasClass("Colony") ? 220 : 280) - 40 * this.Config.personality.defensive;
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for (let j = 0; j < this.territoryMap.length; ++j)
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{
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