add SquadManagerBotModuleInfo.IgnoredEnemyTargetTypes

This commit is contained in:
atlimit8
2020-03-23 01:50:11 -05:00
committed by Paul Chote
parent d4b92a19d7
commit 2dac16ee02
6 changed files with 24 additions and 14 deletions

View File

@@ -14,6 +14,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits.BotModules.Squads;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
@@ -74,6 +75,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Radius in cells that protecting squads should scan for enemies around their position.")]
public readonly int ProtectionScanRadius = 8;
[Desc("Enemy target types to never target.")]
public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default(BitSet<TargetableType>);
public override object Create(ActorInitializer init) { return new SquadManagerBotModule(init.Self, this); }
}
@@ -119,11 +123,14 @@ namespace OpenRA.Mods.Common.Traits
unitCannotBeOrdered = a => a == null || a.Owner != Player || a.IsDead || !a.IsInWorld;
}
public bool IsEnemyUnit(Actor a)
// Use for proactive targeting.
public bool IsPreferredEnemyUnit(Actor a)
{
return a != null && !a.IsDead && Player.Stances[a.Owner] == Stance.Enemy
&& !a.Info.HasTraitInfo<HuskInfo>()
&& !a.GetEnabledTargetTypes().IsEmpty;
if (a == null || a.IsDead || Player.Stances[a.Owner] != Stance.Enemy || a.Info.HasTraitInfo<HuskInfo>())
return false;
var targetTypes = a.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && !targetTypes.Overlaps(Info.IgnoredEnemyTargetTypes);
}
public bool IsNotHiddenUnit(Actor a)
@@ -175,13 +182,13 @@ namespace OpenRA.Mods.Common.Traits
internal Actor FindClosestEnemy(WPos pos)
{
var units = World.Actors.Where(IsEnemyUnit);
var units = World.Actors.Where(IsPreferredEnemyUnit);
return units.Where(IsNotHiddenUnit).ClosestTo(pos) ?? units.ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return World.FindActorsInCircle(pos, radius).Where(a => IsEnemyUnit(a) && IsNotHiddenUnit(a)).ClosestTo(pos);
return World.FindActorsInCircle(pos, radius).Where(a => IsPreferredEnemyUnit(a) && IsNotHiddenUnit(a)).ClosestTo(pos);
}
void CleanSquads()
@@ -311,7 +318,7 @@ namespace OpenRA.Mods.Common.Traits
{
// Don't rush enemy aircraft!
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
.Where(unit => IsEnemyUnit(unit) && unit.Info.HasTraitInfo<AttackBaseInfo>() && !unit.Info.HasTraitInfo<AircraftInfo>() && !Info.NavalUnitsTypes.Contains(unit.Info.Name)).ToList();
.Where(unit => IsPreferredEnemyUnit(unit) && unit.Info.HasTraitInfo<AttackBaseInfo>() && !unit.Info.HasTraitInfo<AircraftInfo>() && !Info.NavalUnitsTypes.Contains(unit.Info.Name)).ToList();
if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
{
@@ -357,7 +364,7 @@ namespace OpenRA.Mods.Common.Traits
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (!IsEnemyUnit(e.Attacker))
if (!IsPreferredEnemyUnit(e.Attacker))
return;
// Protected priority assets, MCVs, harvesters and buildings