Consistent request->plan naming
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@@ -76,7 +76,7 @@ public class BuilderAI extends AIController{
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if(unit.buildPlan() != null){
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if(!alwaysFlee) retreatTimer = 0f;
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//approach request if building
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//approach plan if building
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BuildPlan req = unit.buildPlan();
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//clear break plan if another player is breaking something
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@@ -99,10 +99,10 @@ public class BuilderAI extends AIController{
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Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation)));
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if(valid){
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//move toward the request
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//move toward the plan
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moveTo(req.tile(), buildingRange - 20f);
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}else{
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//discard invalid request
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//discard invalid plan
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unit.plans.removeFirst();
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lastPlan = null;
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}
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@@ -122,7 +122,7 @@ public class BuilderAI extends AIController{
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if(build instanceof ConstructBuild cons){
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float dist = Math.min(cons.dst(unit) - buildingRange, 0);
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//make sure you can reach the request in time
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//make sure you can reach the plan in time
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if(dist / unit.speed() < cons.buildCost * 0.9f){
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following = u;
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found = true;
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@@ -135,7 +135,7 @@ public class BuilderAI extends AIController{
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//TODO this is bad, rebuild time should not depend on AI here
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float rebuildTime = (unit.team.rules().rtsAi ? 12f : 2f) * 60f;
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//find new request
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//find new plan
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if(!unit.team.data().blocks.isEmpty() && following == null && timer.get(timerTarget3, rebuildTime)){
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Queue<BlockPlan> blocks = unit.team.data().blocks;
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BlockPlan block = blocks.first();
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@@ -145,7 +145,7 @@ public class BuilderAI extends AIController{
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blocks.removeFirst();
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}else if(Build.validPlace(content.block(block.block), unit.team(), block.x, block.y, block.rotation) && (!alwaysFlee || !nearEnemy(block.x, block.y))){ //it's valid
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lastPlan = block;
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//add build request
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//add build plan
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unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, content.block(block.block), block.config));
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//shift build plan to tail so next unit builds something else
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blocks.addLast(blocks.removeFirst());
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