Open slipher opened 1 year ago
+1 !! I think the budgets being manual are probably bug prone when adding new skills
This should be a bit easier after now that https://github.com/Unvanquished/Unvanquished/pull/2324 is merged. This is the new version:
// aliens have 61 points to spend max
// humans have 40 points to spend max
float max = G_Team(bot) == TEAM_ALIENS ? 61.0f : 40.0f;
I do have some doubts that just changing this number is doing the correct thing though. Just like I felt like having a different total was needed before, I feel like keeping the ability to manually adjust this is important, and will have to be done per team.
https://github.com/Unvanquished/Unvanquished/pull/2635 is an attempt to make this easier. Not sure if it's enough to fix this issue
Might be sensible to close this once https://github.com/Unvanquished/Unvanquished/pull/2737 is merged.
There are comments in sg_bot_skilltree.cpp like
@necessarily-equal says that we should tabulate the maximum spend by hand because there could be predicates that enforce mutually exclusive skills. But that's a hypothetical case... how about we just not do that and thereby make our lives easier?
Besides that it's hard to understand how the budgets should be changed when adding a new skill.