Remove unnecessary IHasLocation checks in HackyAI.
Existing checks for ITargetable / Building / etc make these redundant.
This commit is contained in:
@@ -1028,7 +1028,7 @@ namespace OpenRA.Mods.RA.AI
|
|||||||
{
|
{
|
||||||
var allEnemyUnits = world.Actors
|
var allEnemyUnits = world.Actors
|
||||||
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
|
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
|
||||||
unit.HasTrait<ITargetable>() && unit.HasTrait<IHasLocation>()).ToList();
|
unit.HasTrait<ITargetable>()).ToList();
|
||||||
|
|
||||||
if (allEnemyUnits.Count > 0)
|
if (allEnemyUnits.Count > 0)
|
||||||
return allEnemyUnits.ClosestTo(pos);
|
return allEnemyUnits.ClosestTo(pos);
|
||||||
@@ -1048,14 +1048,14 @@ namespace OpenRA.Mods.RA.AI
|
|||||||
|
|
||||||
List<Actor> FindEnemyConstructionYards()
|
List<Actor> FindEnemyConstructionYards()
|
||||||
{
|
{
|
||||||
var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>()
|
var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed
|
||||||
&& !a.Destroyed && a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
|
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
|
||||||
return bases != null ? bases : new List<Actor>();
|
return bases != null ? bases : new List<Actor>();
|
||||||
}
|
}
|
||||||
|
|
||||||
Actor FindEnemyBuildingClosestToPos(WPos pos)
|
Actor FindEnemyBuildingClosestToPos(WPos pos)
|
||||||
{
|
{
|
||||||
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>()
|
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
|
||||||
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
|
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
|
||||||
return closestBuilding;
|
return closestBuilding;
|
||||||
}
|
}
|
||||||
@@ -1424,8 +1424,8 @@ namespace OpenRA.Mods.RA.AI
|
|||||||
aggro[e.Attacker.Owner].Aggro += e.Damage;
|
aggro[e.Attacker.Owner].Aggro += e.Damage;
|
||||||
|
|
||||||
//protected harvesters or building
|
//protected harvesters or building
|
||||||
if (self.HasTrait<Harvester>() || self.HasTrait<Building>())
|
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
|
||||||
if (e.Attacker.HasTrait<IHasLocation>() && (p.Stances[e.Attacker.Owner] == Stance.Enemy))
|
p.Stances[e.Attacker.Owner] == Stance.Enemy)
|
||||||
{
|
{
|
||||||
defenseCenter = e.Attacker.Location;
|
defenseCenter = e.Attacker.Location;
|
||||||
ProtectOwn(e.Attacker);
|
ProtectOwn(e.Attacker);
|
||||||
|
|||||||
Reference in New Issue
Block a user