TiborB has proposed merging lp:~widelands-dev/widelands/ai_mineable_buildable
into lp:widelands.
Commit message:
AI tweak - when looking for nearest buildable spot, it accepts also mineable
fields. This affects willingness to expand when there are no buildable spots
nearby, but some mines can be conquered by new militarysite.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_mineable_buildable/+merge/342601
AI tweak - when looking for nearest buildable spot, it accepts also mineable
fields. This affects willingness to expand when there are no buildable spots
nearby, but some mines can be conquered by new militarysite.
--
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/ai_mineable_buildable into lp:widelands.
=== modified file 'src/ai/ai_help_structs.cc'
--- src/ai/ai_help_structs.cc 2018-03-26 18:15:38 +0000
+++ src/ai/ai_help_structs.cc 2018-04-03 19:35:24 +0000
@@ -195,7 +195,8 @@
}
bool FindNodeUnownedBuildable::accept(const Map&, const FCoords& fc) const {
- return (fc.field->nodecaps() & BUILDCAPS_SIZEMASK) && (fc.field->get_owned_by() == neutral());
+ return ((fc.field->nodecaps() & BUILDCAPS_SIZEMASK) || (fc.field->nodecaps() & BUILDCAPS_MINE)) &&
+ (fc.field->get_owned_by() == neutral());
}
// Unowned but walkable fields nearby
=== modified file 'src/ai/ai_help_structs.h'
--- src/ai/ai_help_structs.h 2018-03-26 18:15:38 +0000
+++ src/ai/ai_help_structs.h 2018-04-03 19:35:24 +0000
@@ -208,7 +208,7 @@
};
// When looking for unowned terrain to acquire, we must
-// consider if any buildings can be built on unowned land.
+// consider if any buildings (incl. mines) can be built on unowned land.
struct FindNodeUnownedBuildable {
FindNodeUnownedBuildable(Player* p, Game& g);
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