forked from 0ad/0ad
Petra: minor tweaks in farming
This was SVN commit r16879.
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@ -393,20 +393,22 @@ m.BaseManager.prototype.findBestDropsiteLocation = function(gameState, resource)
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return {"quality": bestVal, "pos": [x, z]};
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};
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m.BaseManager.prototype.getResourceLevel = function (gameState, type)
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m.BaseManager.prototype.getResourceLevel = function (gameState, type, nearbyOnly = false)
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{
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var count = 0;
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var check = {};
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var nearby = this.dropsiteSupplies[type]["nearby"];
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for (var supply of nearby)
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for (let supply of nearby)
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{
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if (check[supply.id]) // avoid double counting as same resource can appear several time
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continue;
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check[supply.id] = true;
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count += supply.ent.resourceSupplyAmount();
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}
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if (nearbyOnly)
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return count;
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var medium = this.dropsiteSupplies[type]["medium"];
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for (var supply of medium)
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for (let supply of medium)
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{
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if (check[supply.id])
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continue;
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@ -425,7 +427,7 @@ m.BaseManager.prototype.checkResourceLevels = function (gameState, queues)
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{
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if (gameState.ai.HQ.canBuild(gameState, "structures/{civ}_field")) // let's see if we need to add new farms.
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{
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var count = this.getResourceLevel(gameState, type); // TODO animals are not accounted, may-be we should
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var count = this.getResourceLevel(gameState, type, (gameState.currentPhase() > 1)); // animals are not accounted
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var numFarms = gameState.getOwnStructures().filter(API3.Filters.byClass("Field")).length; // including foundations
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var numQueue = queues.field.countQueuedUnits();
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