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Fix AI idle harvester handling #15440

merged 2 commits into from Aug 4, 2018


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reaperrr commented Jul 31, 2018

Fixes #15437.

reaperrr added some commits Jul 31, 2018

Some HackyAI cleanups
- harvManager.Tick should run after FindNewUnits() in case new harvesters have appeared
- moved the FindNewUnits Mcv and ExcludeFromSquads checks to the foreach loop, for better readability and preparation of the idle harvester fix
Fix AI idle harvester management
This was broken because our default mods now list `harv` under `ExcludeFromSquads`, which prevents them from being added to `activeUnits`.

@reaperrr reaperrr added this to the Next release milestone Jul 31, 2018

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SoScared left a comment

Ran some high eco 12 AI FFA games (map: Chaos Canyon) on and off this PR. The AIs now looks to handle large amounts of Harvesters seamlessly.

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GraionDilach left a comment


@reaperrr reaperrr merged commit 6c401f0 into OpenRA:bleed Aug 4, 2018

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@reaperrr reaperrr deleted the reaperrr:fix-ai-harv branch Aug 5, 2018

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