Yes, the current logic now includes building Bunkers.
I have verified the code changes in AICoopPlayer.cpp, and the implementation is complete as follows:
- Function:
coopBuildStrategicDefense - Logic:
- The code first searches for the faction's "Base Defense Structure" (e.g., Gattling Cannon).
- Fallback: If the specific base defense isn't found (or simply as part of the broader search), the code now explicitly searches for structures with names containing:
"Patriot""GattlingCannon""StingerSite""Bunker"(Added)"TunnelNetwork"(Added)
- Result: This means if you are playing as China, the AI creates a mix of defenses, potentially building ChinaBunker in strategic locations (Front/Flank) just like turrets.
- Function:
coopGarrisonStructures(New) - Logic:
- Runs every 5 seconds.
- Scans for friendly structures that are "Garrisonable" (e.g., Bunkers).
- Checks if they have empty slots.
- Scans for nearby idle Infantry (Red Guards, Tank Hunters, etc.).
- Action: Orders the infantry to
Enterthe bunker usingaiEnter. - Result: The AI will not just build empty concrete blocks; it will actively fill them with soldiers to make them functional defenses.
The system is ready. The AI will now:
- Build Bunkers and Tunnels as part of its strategic defense ring.
- Fill those bunkers with troops automatically.
Awaiting your command to proceed with testing or further modifications.