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Bunker and Defense Implementation Analysis

Executive Summary

Yes, the current logic now includes building Bunkers.

I have verified the code changes in AICoopPlayer.cpp, and the implementation is complete as follows:

1. Building Bunkers (Production)

  • 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.

2. Garrisoning Bunkers (Usage)

  • 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 Enter the bunker using aiEnter.
    • Result: The AI will not just build empty concrete blocks; it will actively fill them with soldiers to make them functional defenses.

Conclusion

The system is ready. The AI will now:

  1. Build Bunkers and Tunnels as part of its strategic defense ring.
  2. Fill those bunkers with troops automatically.

Awaiting your command to proceed with testing or further modifications.