StyleCop clean OpenRA.Mods.RA

This commit is contained in:
Matthias Mailänder
2015-01-04 16:49:45 +01:00
parent 2691f16a81
commit 1b0e3a7a7f
39 changed files with 414 additions and 398 deletions

View File

@@ -143,10 +143,10 @@ namespace OpenRA.Mods.RA.AI
public sealed class HackyAI : ITick, IBot, INotifyDamage
{
public MersenneTwister random { get; private set; }
public MersenneTwister Random { get; private set; }
public readonly HackyAIInfo Info;
public CPos baseCenter { get; private set; }
public Player p { get; private set; }
public CPos BaseCenter { get; private set; }
public Player Player { get; private set; }
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
@@ -170,16 +170,16 @@ namespace OpenRA.Mods.RA.AI
// Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public readonly World world;
public Map Map { get { return world.Map; } }
public readonly World World;
public Map Map { get { return World.Map; } }
IBotInfo IBot.Info { get { return this.Info; } }
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
world = init.World;
World = init.World;
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
@@ -194,7 +194,7 @@ namespace OpenRA.Mods.RA.AI
// Called by the host's player creation code
public void Activate(Player p)
{
this.p = p;
Player = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
@@ -205,11 +205,11 @@ namespace OpenRA.Mods.RA.AI
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
random = new MersenneTwister((int)p.PlayerActor.ActorID);
Random = new MersenneTwister((int)p.PlayerActor.ActorID);
resourceTypeIndices = new BitArray(world.TileSet.TerrainInfo.Length); // Big enough
resourceTypeIndices = new BitArray(World.TileSet.TerrainInfo.Length); // Big enough
foreach (var t in Map.Rules.Actors["world"].Traits.WithInterface<ResourceTypeInfo>())
resourceTypeIndices.Set(world.TileSet.GetTerrainIndex(t.TerrainType), true);
resourceTypeIndices.Set(World.TileSet.GetTerrainIndex(t.TerrainType), true);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
@@ -218,7 +218,7 @@ namespace OpenRA.Mods.RA.AI
if (!buildableThings.Any())
return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
var unit = buildableThings.ElementAtOrDefault(Random.Next(buildableThings.Count()));
return HasAdequateAirUnits(unit) ? unit : null;
}
@@ -228,12 +228,12 @@ namespace OpenRA.Mods.RA.AI
if (!buildableThings.Any())
return null;
var myUnits = p.World
var myUnits = Player.World
.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p)
.Where(a => a.Actor.Owner == Player)
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var unit in Info.UnitsToBuild.Shuffle(random))
foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Length)
if (HasAdequateAirUnits(Map.Rules.Actors[unit.Key]))
@@ -244,13 +244,13 @@ namespace OpenRA.Mods.RA.AI
int CountBuilding(string frac, Player owner)
{
return world.ActorsWithTrait<Building>()
return World.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
}
int CountUnits(string unit, Player owner)
{
return world.ActorsWithTrait<IPositionable>()
return World.ActorsWithTrait<IPositionable>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
}
@@ -259,14 +259,14 @@ namespace OpenRA.Mods.RA.AI
if (!Info.BuildingCommonNames.ContainsKey(commonName))
return null;
return world.ActorsWithTrait<Building>()
return World.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
}
public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
{
if (commonName == "ConstructionYard")
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(Random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
}
@@ -281,30 +281,30 @@ namespace OpenRA.Mods.RA.AI
if (!names.Any() || !names.ContainsKey(commonName))
throw new InvalidOperationException("Can't find {0} in the HackyAI UnitsCommonNames definition.".F(commonName));
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(random).Value;
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(Random).Value;
}
public bool HasAdequateFact()
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
CountBuildingByCommonName("VehiclesFactory", p) == 0;
return CountBuildingByCommonName("ConstructionYard", Player) > 0 ||
CountBuildingByCommonName("VehiclesFactory", Player) == 0;
}
public bool HasAdequateProc()
{
// Require at least one refinery, unless we have no power (can't build it).
return CountBuildingByCommonName("Refinery", p) > 0 ||
CountBuildingByCommonName("Power", p) == 0;
return CountBuildingByCommonName("Refinery", Player) > 0 ||
CountBuildingByCommonName("Power", Player) == 0;
}
public bool HasMinimumProc()
{
// Require at least two refineries, unless we have no power (can't build it)
// or barracks (higher priority?)
return CountBuildingByCommonName("Refinery", p) >= 2 ||
CountBuildingByCommonName("Power", p) == 0 ||
CountBuildingByCommonName("Barracks", p) == 0;
return CountBuildingByCommonName("Refinery", Player) >= 2 ||
CountBuildingByCommonName("Power", Player) == 0 ||
CountBuildingByCommonName("Barracks", Player) == 0;
}
// For mods like RA (number of building must match the number of aircraft)
@@ -313,8 +313,8 @@ namespace OpenRA.Mods.RA.AI
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
&& actorInfo.Traits.Contains<AircraftInfo>())
{
var countOwnAir = CountUnits(actorInfo.Name, p);
var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), p);
var countOwnAir = CountUnits(actorInfo.Name, Player);
var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), Player);
if (countOwnAir >= countBuildings)
return false;
}
@@ -338,14 +338,14 @@ namespace OpenRA.Mods.RA.AI
if (center != target)
cells = cells.OrderBy(c => (c - target).LengthSquared);
else
cells = cells.Shuffle(random);
cells = cells.Shuffle(Random);
foreach (var cell in cells)
{
if (!world.CanPlaceBuilding(actorType, bi, cell, null))
if (!World.CanPlaceBuilding(actorType, bi, cell, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, cell))
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, actorType, cell))
continue;
return cell;
@@ -359,31 +359,31 @@ namespace OpenRA.Mods.RA.AI
case BuildingType.Defense:
// Build near the closest enemy structure
var closestEnemy = world.Actors.Where(a => !a.Destroyed && a.HasTrait<Building>() && p.Stances[a.Owner] == Stance.Enemy)
.ClosestTo(world.Map.CenterOfCell(defenseCenter));
var closestEnemy = World.Actors.Where(a => !a.Destroyed && a.HasTrait<Building>() && Player.Stances[a.Owner] == Stance.Enemy)
.ClosestTo(World.Map.CenterOfCell(defenseCenter));
var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
var targetCell = closestEnemy != null ? closestEnemy.Location : BaseCenter;
return findPos(defenseCenter, targetCell, Info.MinimumDefenseRadius, Info.MaximumDefenseRadius);
case BuildingType.Refinery:
// Try and place the refinery near a resource field
var nearbyResources = Map.FindTilesInCircle(baseCenter, Info.MaxBaseRadius)
var nearbyResources = Map.FindTilesInCircle(BaseCenter, Info.MaxBaseRadius)
.Where(a => resourceTypeIndices.Get(Map.GetTerrainIndex(a)))
.Shuffle(random);
.Shuffle(Random);
foreach (var c in nearbyResources)
{
var found = findPos(c, baseCenter, 0, Info.MaxBaseRadius);
var found = findPos(c, BaseCenter, 0, Info.MaxBaseRadius);
if (found != null)
return found;
}
// Try and find a free spot somewhere else in the base
return findPos(baseCenter, baseCenter, 0, Info.MaxBaseRadius);
return findPos(BaseCenter, BaseCenter, 0, Info.MaxBaseRadius);
case BuildingType.Building:
return findPos(baseCenter, baseCenter, 0, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.MaxTilesInCircleRange);
return findPos(BaseCenter, BaseCenter, 0, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.MaxTilesInCircleRange);
}
// Can't find a build location
@@ -400,7 +400,7 @@ namespace OpenRA.Mods.RA.AI
if (ticks == 1)
InitializeBase(self);
if (ticks % feedbackTime == 0)
if (ticks % FeedbackTime == 0)
ProductionUnits(self);
AssignRolesToIdleUnits(self);
@@ -413,11 +413,11 @@ namespace OpenRA.Mods.RA.AI
internal Actor ChooseEnemyTarget()
{
if (p.WinState != WinState.Undefined)
if (Player.WinState != WinState.Undefined)
return null;
var liveEnemies = world.Players
.Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
var liveEnemies = World.Players
.Where(p => Player != p && Player.Stances[p] == Stance.Enemy && p.WinState == WinState.Undefined);
if (!liveEnemies.Any())
return null;
@@ -427,18 +427,18 @@ namespace OpenRA.Mods.RA.AI
.MaxByOrDefault(g => g.Key);
var enemy = (leastLikedEnemies != null) ?
leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
leastLikedEnemies.Random(Random) : liveEnemies.FirstOrDefault();
// Pick something worth attacking owned by that player
var target = world.Actors
var target = World.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
.ClosestTo(world.Map.CenterOfCell(baseCenter));
.ClosestTo(World.Map.CenterOfCell(BaseCenter));
if (target == null)
{
/* Assume that "enemy" has nothing. Cool off on attacks. */
aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
Log.Write("debug", "Bot {0} couldn't find target for player {1}", this.p.ClientIndex, enemy.ClientIndex);
Log.Write("debug", "Bot {0} couldn't find target for player {1}", Player.ClientIndex, enemy.ClientIndex);
return null;
}
@@ -452,8 +452,8 @@ namespace OpenRA.Mods.RA.AI
internal Actor FindClosestEnemy(WPos pos)
{
var allEnemyUnits = world.Actors
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
var allEnemyUnits = World.Actors
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>());
return allEnemyUnits.ClosestTo(pos);
@@ -461,8 +461,8 @@ namespace OpenRA.Mods.RA.AI
internal Actor FindClosestEnemy(WPos pos, WRange radius)
{
var enemyUnits = world.FindActorsInCircle(pos, radius)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
var enemyUnits = World.FindActorsInCircle(pos, radius)
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
if (enemyUnits.Count > 0)
@@ -473,7 +473,7 @@ namespace OpenRA.Mods.RA.AI
List<Actor> FindEnemyConstructionYards()
{
return world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.IsDead
return World.Actors.Where(a => Player.Stances[a.Owner] == Stance.Enemy && !a.IsDead
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
}
@@ -481,13 +481,13 @@ namespace OpenRA.Mods.RA.AI
{
squads.RemoveAll(s => !s.IsValid);
foreach (var s in squads)
s.units.RemoveAll(a => a.IsDead || a.Owner != p);
s.Units.RemoveAll(a => a.IsDead || a.Owner != Player);
}
// Use of this function requires that one squad of this type. Hence it is a piece of shit
Squad GetSquadOfType(SquadType type)
{
return squads.FirstOrDefault(s => s.type == type);
return squads.FirstOrDefault(s => s.Type == type);
}
Squad RegisterNewSquad(SquadType type, Actor target = null)
@@ -504,8 +504,8 @@ namespace OpenRA.Mods.RA.AI
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(a => a.IsDead || a.Owner != p);
unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != p);
activeUnits.RemoveAll(a => a.IsDead || a.Owner != Player);
unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != Player);
if (--rushTicks <= 0)
{
@@ -554,21 +554,21 @@ namespace OpenRA.Mods.RA.AI
continue;
// Tell the idle harvester to quit slacking:
world.IssueOrder(new Order("Harvest", a, false));
World.IssueOrder(new Order("Harvest", a, false));
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>()
.Where(a => a.Actor.Owner == Player && !a.Actor.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor))
.Select(a => a.Actor);
foreach (var a in newUnits)
{
if (a.HasTrait<Harvester>())
world.IssueOrder(new Order("Harvest", a, false));
World.IssueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
@@ -578,7 +578,7 @@ namespace OpenRA.Mods.RA.AI
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.units.Add(a);
air.Units.Add(a);
}
activeUnits.Add(a);
@@ -589,7 +589,7 @@ namespace OpenRA.Mods.RA.AI
{
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + random.Next(30);
var randomizedSquadSize = Info.SquadSize + Random.Next(30);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
@@ -597,7 +597,7 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in unitsHangingAroundTheBase)
if (!a.HasTrait<Aircraft>())
attackForce.units.Add(a);
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
}
@@ -614,18 +614,18 @@ namespace OpenRA.Mods.RA.AI
foreach (var b in allEnemyBaseBuilder)
{
var enemies = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(Info.RushAttackScanRadius))
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
var enemies = World.FindActorsInCircle(b.CenterPosition, WRange.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
if (rushFuzzy.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(random) : b;
var target = enemies.Any() ? enemies.Random(Random) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.units.Add(a3);
rush.Units.Add(a3);
return;
}
@@ -639,32 +639,32 @@ namespace OpenRA.Mods.RA.AI
protectSq = RegisterNewSquad(SquadType.Protection, attacker);
if (!protectSq.TargetIsValid)
protectSq.Target = attacker;
protectSq.TargetActor = attacker;
if (!protectSq.IsValid)
{
var ownUnits = world.FindActorsInCircle(world.Map.CenterOfCell(baseCenter), WRange.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(BaseCenter), WRange.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList();
foreach (var a in ownUnits)
protectSq.units.Add(a);
protectSq.Units.Add(a);
}
}
bool IsRallyPointValid(CPos x, BuildingInfo info)
{
return info != null && world.IsCellBuildable(x, info);
return info != null && World.IsCellBuildable(x, info);
}
void SetRallyPointsForNewProductionBuildings(Actor self)
{
var buildings = self.World.ActorsWithTrait<RallyPoint>()
.Where(rp => rp.Actor.Owner == p &&
.Where(rp => rp.Actor.Owner == Player &&
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.Traits.GetOrDefault<BuildingInfo>())).ToArray();
foreach (var a in buildings)
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), SuppressVisualFeedback = true });
World.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), SuppressVisualFeedback = true });
}
// Won't work for shipyards...
@@ -679,24 +679,24 @@ namespace OpenRA.Mods.RA.AI
return producer.Location;
}
return possibleRallyPoints.Random(random);
return possibleRallyPoints.Random(Random);
}
void InitializeBase(Actor self)
{
// Find and deploy our mcv
var mcv = self.World.Actors
.FirstOrDefault(a => a.Owner == p && a.HasTrait<BaseBuilding>());
.FirstOrDefault(a => a.Owner == Player && a.HasTrait<BaseBuilding>());
if (mcv != null)
{
baseCenter = mcv.Location;
defenseCenter = baseCenter;
BaseCenter = mcv.Location;
defenseCenter = BaseCenter;
// Don't transform the mcv if it is a fact
// HACK: This needs to query against MCVs directly
if (mcv.HasTrait<Mobile>())
world.IssueOrder(new Order("DeployTransform", mcv, false));
World.IssueOrder(new Order("DeployTransform", mcv, false));
}
else
BotDebug("AI: Can't find BaseBuildUnit.");
@@ -707,7 +707,7 @@ namespace OpenRA.Mods.RA.AI
void FindAndDeployBackupMcv(Actor self)
{
// HACK: This needs to query against MCVs directly
var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
var mcvs = self.World.Actors.Where(a => a.Owner == Player && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
if (!mcvs.Any())
return;
@@ -721,8 +721,8 @@ namespace OpenRA.Mods.RA.AI
if (desiredLocation == null)
continue;
world.IssueOrder(new Order("Move", mcv, true) { TargetLocation = desiredLocation.Value });
world.IssueOrder(new Order("DeployTransform", mcv, true));
World.IssueOrder(new Order("Move", mcv, true) { TargetLocation = desiredLocation.Value });
World.IssueOrder(new Order("DeployTransform", mcv, true));
}
}
@@ -757,7 +757,7 @@ namespace OpenRA.Mods.RA.AI
var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
if (attackLocation == null)
{
BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, p.PlayerName);
BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
continue;
@@ -767,16 +767,16 @@ namespace OpenRA.Mods.RA.AI
attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
if (attackLocation == null)
{
BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, p.PlayerName);
BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
continue;
}
// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, p.PlayerName);
BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += 10;
world.IssueOrder(new Order(sp.Info.OrderName, supportPowerMngr.self, false) { TargetLocation = attackLocation.Value, SuppressVisualFeedback = true });
World.IssueOrder(new Order(sp.Info.OrderName, supportPowerMngr.Self, false) { TargetLocation = attackLocation.Value, SuppressVisualFeedback = true });
}
}
}
@@ -794,17 +794,17 @@ namespace OpenRA.Mods.RA.AI
}
var checkRadius = powerDecision.CoarseScanRadius;
for (var i = 0; i < world.Map.MapSize.X; i += checkRadius)
for (var i = 0; i < World.Map.MapSize.X; i += checkRadius)
{
for (var j = 0; j < world.Map.MapSize.Y; j += checkRadius)
for (var j = 0; j < World.Map.MapSize.Y; j += checkRadius)
{
var consideredAttractiveness = 0;
var tl = world.Map.CenterOfCell(new CPos(i, j));
var br = world.Map.CenterOfCell(new CPos(i + checkRadius, j + checkRadius));
var targets = world.ActorMap.ActorsInBox(tl, br);
var tl = World.Map.CenterOfCell(new CPos(i, j));
var br = World.Map.CenterOfCell(new CPos(i + checkRadius, j + checkRadius));
var targets = World.ActorMap.ActorsInBox(tl, br);
consideredAttractiveness = powerDecision.GetAttractiveness(targets, p);
consideredAttractiveness = powerDecision.GetAttractiveness(targets, Player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
@@ -837,9 +837,9 @@ namespace OpenRA.Mods.RA.AI
for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
{
var y = checkPos.Y + j;
var pos = world.Map.CenterOfCell(new CPos(x, y));
var pos = World.Map.CenterOfCell(new CPos(x, y));
var consideredAttractiveness = 0;
consideredAttractiveness += powerDecision.GetAttractiveness(pos, p);
consideredAttractiveness += powerDecision.GetAttractiveness(pos, Player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
@@ -854,8 +854,8 @@ namespace OpenRA.Mods.RA.AI
internal IEnumerable<ProductionQueue> FindQueues(string category)
{
return world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category && a.Trait.Enabled)
return World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == Player && a.Trait.Info.Type == category && a.Trait.Enabled)
.Select(a => a.Trait);
}
@@ -866,8 +866,8 @@ namespace OpenRA.Mods.RA.AI
return;
// No construction yards - Build a new MCV
if (!HasAdequateFact() && !self.World.Actors.Any(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()))
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).Name);
if (!HasAdequateFact() && !self.World.Actors.Any(a => a.Owner == Player && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()))
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", Player).Name);
foreach (var q in Info.UnitQueues)
BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);
@@ -885,7 +885,7 @@ namespace OpenRA.Mods.RA.AI
ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.Actor, unit.Name, 1));
World.IssueOrder(Order.StartProduction(queue.Actor, unit.Name, 1));
}
void BuildUnit(string category, string name)
@@ -895,7 +895,7 @@ namespace OpenRA.Mods.RA.AI
return;
if (Map.Rules.Actors[name] != null)
world.IssueOrder(Order.StartProduction(queue.Actor, name, 1));
World.IssueOrder(Order.StartProduction(queue.Actor, name, 1));
}
public void Damaged(Actor self, AttackInfo e)
@@ -914,7 +914,7 @@ namespace OpenRA.Mods.RA.AI
{
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
self, e.PreviousDamageState, e.DamageState);
world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
World.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
{ TargetActor = self });
}
}
@@ -930,7 +930,7 @@ namespace OpenRA.Mods.RA.AI
// Protected harvesters or building
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
p.Stances[e.Attacker.Owner] == Stance.Enemy)
Player.Stances[e.Attacker.Owner] == Stance.Enemy)
{
defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker);