diff options
-rw-r--r-- | src/game/g_buildable.c | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 50da491c..f64e1372 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -3033,6 +3033,7 @@ static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, { int i; int numBuildables = 0; + int numRequired = 0; int pointsYielded = 0; gentity_t *ent; team_t team = BG_Buildable( buildable )->team; @@ -3046,6 +3047,7 @@ static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, buildable_t spawn; buildable_t core; int spawnCount = 0; + qboolean changed = qtrue; level.numBuildablesForRemoval = 0; @@ -3197,6 +3199,8 @@ static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, } } + numRequired = level.numBuildablesForRemoval; + // We still need build points, but have no candidates for removal if( buildPoints > 0 && numBuildables == 0 ) return bpError; @@ -3224,6 +3228,31 @@ static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints; } + // Do another pass to see if we can meet quota with fewer buildables + // than we have now due to mismatches between priority and BP amounts + // by repeatedly testing if we can chop off the first thing that isn't + // required by rules of collision/uniqueness, which are always at the head + while( changed && level.numBuildablesForRemoval > 1 && + level.numBuildablesForRemoval > numRequired ) + { + int pointsUnYielded = 0; + changed = qfalse; + ent = level.markedBuildables[ numRequired ]; + if( ent->powered ) + pointsUnYielded = BG_Buildable( ent->s.modelindex )->buildPoints; + + if( pointsYielded - pointsUnYielded >= buildPoints ) + { + pointsYielded -= pointsUnYielded; + memmove( &level.markedBuildables[ numRequired ], + &level.markedBuildables[ numRequired + 1 ], + ( level.numBuildablesForRemoval - numRequired ) + * sizeof( gentity_t * ) ); + level.numBuildablesForRemoval--; + changed = qtrue; + } + } + for( i = 0; i < level.numBuildablesForRemoval; i++ ) { if( level.markedBuildables[ i ]->s.modelindex == spawn ) |