Split HackyAI.BaseBuilder into its own file; Move hackyAI components into OpenRA.Mods.RA.AI namespace and dir
This commit is contained in:
444
OpenRA.Mods.RA/AI/HackyAI.cs
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444
OpenRA.Mods.RA/AI/HackyAI.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Activities;
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using XRandom = OpenRA.Thirdparty.Random;
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//TODO:
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// effectively clear the area around the production buildings' spawn points.
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// don't spam the build unit button, only queue one unit then wait for the backoff period.
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// just make the build unit action only occur once every second.
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// later:
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// don't build units randomly, have a method to it.
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// explore spawn points methodically
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// once you find a player, attack the player instead of spawn points.
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namespace OpenRA.Mods.RA.AI
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{
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class HackyAIInfo : IBotInfo, ITraitInfo
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{
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public readonly string Name = "Unnamed Bot";
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public readonly int SquadSize = 8;
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public readonly int AssignRolesInterval = 20;
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public readonly string RallypointTestBuilding = "fact"; // temporary hack to maintain previous rallypoint behavior.
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string IBotInfo.Name { get { return this.Name; } }
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[FieldLoader.LoadUsing("LoadUnits")]
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public readonly Dictionary<string, float> UnitsToBuild = null;
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[FieldLoader.LoadUsing("LoadBuildings")]
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public readonly Dictionary<string, float> BuildingFractions = null;
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static object LoadActorList(MiniYaml y, string field)
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{
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return y.NodesDict[field].Nodes.ToDictionary(
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t => t.Key,
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t => FieldLoader.GetValue<float>(field, t.Value.Value));
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}
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static object LoadUnits(MiniYaml y) { return LoadActorList(y, "UnitsToBuild"); }
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static object LoadBuildings(MiniYaml y) { return LoadActorList(y, "BuildingFractions"); }
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public object Create(ActorInitializer init) { return new HackyAI(this); }
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}
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/* a pile of hacks, which control a local player on the host. */
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class HackyAI : ITick, IBot, INotifyDamage
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{
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bool enabled;
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public int ticks;
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public Player p;
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PowerManager playerPower;
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readonly BuildingInfo rallypointTestBuilding; // temporary hack
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int2 baseCenter;
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XRandom random = new XRandom(); //we do not use the synced random number generator.
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BaseBuilder[] builders;
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public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public World world { get { return p.PlayerActor.World; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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readonly HackyAIInfo Info;
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public HackyAI(HackyAIInfo Info)
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{
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this.Info = Info;
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// temporary hack.
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this.rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
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}
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const int MaxBaseDistance = 15;
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public static void BotDebug(string s, params object[] args)
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{
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if (Game.Settings.Debug.BotDebug)
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Game.Debug(s, args);
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}
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/* called by the host's player creation code */
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public void Activate(Player p)
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{
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this.p = p;
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enabled = true;
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playerPower = p.PlayerActor.Trait<PowerManager>();
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builders = new BaseBuilder[] {
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new BaseBuilder( this, "Building", q => ChooseBuildingToBuild(q, true) ),
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new BaseBuilder( this, "Defense", q => ChooseBuildingToBuild(q, false) ) };
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}
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int GetPowerProvidedBy(ActorInfo building)
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{
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var bi = building.Traits.GetOrDefault<BuildingInfo>();
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if (bi == null) return 0;
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return bi.Power;
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}
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (buildableThings.Count() == 0) return null;
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return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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}
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bool HasAdequatePower()
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{
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/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */
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return playerPower.PowerProvided > 50 &&
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playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
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}
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool buildPower)
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{
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var buildableThings = queue.BuildableItems();
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if (!HasAdequatePower()) /* try to maintain 20% excess power */
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{
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if (!buildPower) return null;
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/* find the best thing we can build which produces power */
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return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
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.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
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}
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var myBuildings = p.World
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.ActorsWithTrait<Building>()
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.Where( a => a.Actor.Owner == p )
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.Select(a => a.Actor.Info.Name).ToArray();
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foreach (var frac in Info.BuildingFractions)
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if (buildableThings.Any(b => b.Name == frac.Key))
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if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length &&
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playerPower.ExcessPower >= Rules.Info[frac.Key].Traits.Get<BuildingInfo>().Power)
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return Rules.Info[frac.Key];
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return null;
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}
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bool NoBuildingsUnder(IEnumerable<int2> cells)
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{
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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return cells.All(c => bi.GetBuildingAt(c) == null);
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}
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public int2? ChooseBuildLocation(ProductionItem item)
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{
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var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
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for (var k = 0; k < MaxBaseDistance; k++)
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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if (world.CanPlaceBuilding(item.Item, bi, t, null))
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if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
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if (NoBuildingsUnder(Util.ExpandFootprint(
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FootprintUtils.Tiles( item.Item, bi, t ), false)))
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return t;
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return null; // i don't know where to put it.
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}
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public void Tick(Actor self)
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{
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if (!enabled)
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return;
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ticks++;
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if (ticks == 10)
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{
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DeployMcv(self);
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}
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if (ticks % feedbackTime == 0)
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{
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//about once every second, perform unintelligent cleanup tasks.
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//e.g. ClearAreaAroundSpawnPoints();
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//e.g. start repairing damaged buildings.
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BuildRandom("Vehicle");
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BuildRandom("Infantry");
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BuildRandom("Plane");
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}
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AssignRolesToIdleUnits(self);
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SetRallyPointsForNewProductionBuildings(self);
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foreach (var b in builders)
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b.Tick();
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}
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//hacks etc sigh mess.
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//A bunch of hardcoded lists to keep track of which units are doing what.
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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List<Actor> attackForce = new List<Actor>();
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int2? attackTarget;
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//Units that the ai already knows about. Any unit not on this list needs to be given a role.
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List<Actor> activeUnits = new List<Actor>();
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int2? ChooseEnemyTarget()
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{
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// Criteria for picking an enemy:
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// 1. not ourself.
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// 2. enemy.
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// 3. not dead.
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var possibleTargets = world.WorldActor.Trait<MPStartLocations>().Start
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.Where(kv => kv.Key != p && p.Stances[kv.Key] == Stance.Enemy
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&& p.WinState == WinState.Undefined)
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.Select(kv => kv.Value);
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return possibleTargets.Any() ? possibleTargets.Random(random) : (int2?)null;
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}
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int assignRolesTicks = 0;
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void AssignRolesToIdleUnits(Actor self)
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{
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//HACK: trim these lists -- we really shouldn't be hanging onto all this state
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//when it's invalidated so easily, but that's Matthew/Alli's problem.
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activeUnits.RemoveAll(a => a.Destroyed);
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unitsHangingAroundTheBase.RemoveAll(a => a.Destroyed);
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attackForce.RemoveAll(a => a.Destroyed);
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if (--assignRolesTicks > 0)
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return;
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else
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assignRolesTicks = Info.AssignRolesInterval;
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var newUnits = self.World.ActorsWithTrait<IMove>()
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.Where(a => a.Actor.Owner == p && a.Actor.Info != Rules.Info["mcv"]
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&& !activeUnits.Contains(a.Actor))
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.Select(a => a.Actor).ToArray();
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foreach (var a in newUnits)
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{
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BotDebug("AI: Found a newly built unit");
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if (a.Info == Rules.Info["harv"])
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world.IssueOrder( new Order( "Harvest", a, false ) );
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else
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unitsHangingAroundTheBase.Add(a);
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activeUnits.Add(a);
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}
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/* Create an attack force when we have enough units around our base. */
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// (don't bother leaving any behind for defense.)
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if (unitsHangingAroundTheBase.Count >= Info.SquadSize)
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{
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BotDebug("Launch an attack.");
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if (attackForce.Count == 0)
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{
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attackTarget = ChooseEnemyTarget();
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if (attackTarget == null)
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return;
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foreach (var a in unitsHangingAroundTheBase)
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if (TryToMove(a, attackTarget.Value, true))
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attackForce.Add(a);
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unitsHangingAroundTheBase.Clear();
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}
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}
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// If we have any attackers, let them scan for enemy units and stop and regroup if they spot any
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if (attackForce.Count > 0)
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{
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bool foundEnemy = false;
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foreach (var a1 in attackForce)
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{
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var enemyUnits = world.FindUnitsInCircle(a1.CenterLocation, Game.CellSize * 10)
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Count > 0)
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{
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// Found enemy units nearby.
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foundEnemy = true;
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var enemy = enemyUnits.ClosestTo( a1.CenterLocation );
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// Check how many own units we have gathered nearby...
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var ownUnits = world.FindUnitsInCircle(a1.CenterLocation, Game.CellSize * 2)
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.Where(unit => unit.Owner == p).ToList();
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if (ownUnits.Count < Info.SquadSize)
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{
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// Not enough to attack. Send more units.
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world.IssueOrder(new Order("Stop", a1, false));
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foreach (var a2 in attackForce)
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if (a2 != a1)
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world.IssueOrder(new Order("AttackMove", a2, false) { TargetLocation = a1.Location });
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}
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else
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{
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// We have gathered sufficient units. Attack the nearest enemy unit.
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foreach (var a2 in attackForce)
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world.IssueOrder(new Order("Attack", a2, false) { TargetActor = enemy });
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}
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return;
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}
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}
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if (!foundEnemy)
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{
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attackTarget = ChooseEnemyTarget();
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if (attackTarget != null)
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foreach (var a in attackForce)
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TryToMove(a, attackTarget.Value, true);
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}
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}
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}
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bool IsRallyPointValid(int2 x)
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{
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// this is actually WRONG as soon as HackyAI is building units with a variety of
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// movement capabilities. (has always been wrong)
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return world.IsCellBuildable(x, rallypointTestBuilding);
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}
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void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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var buildings = self.World.ActorsWithTrait<RallyPoint>()
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.Where(rp => rp.Actor.Owner == p &&
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!IsRallyPointValid(rp.Trait.rallyPoint)).ToArray();
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if (buildings.Length > 0)
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BotDebug("Bot {0} needs to find rallypoints for {1} buildings.",
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p.PlayerName, buildings.Length);
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foreach (var a in buildings)
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{
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int2 newRallyPoint = ChooseRallyLocationNear(a.Actor.Location);
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world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = newRallyPoint });
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}
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}
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//won't work for shipyards...
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int2 ChooseRallyLocationNear(int2 startPos)
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{
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var possibleRallyPoints = world.FindTilesInCircle(startPos, 8).Where(IsRallyPointValid).ToArray();
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if (possibleRallyPoints.Length == 0)
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{
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Game.Debug("Bot Bug: No possible rallypoint near {0}", startPos);
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return startPos;
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}
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return possibleRallyPoints.Random(random);
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}
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int2? ChooseDestinationNear(Actor a, int2 desiredMoveTarget)
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{
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var move = a.TraitOrDefault<IMove>();
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if (move == null) return null;
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int2 xy;
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int loopCount = 0; //avoid infinite loops.
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int range = 2;
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do
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{
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//loop until we find a valid move location
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xy = new int2(desiredMoveTarget.X + random.Next(-range, range), desiredMoveTarget.Y + random.Next(-range, range));
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loopCount++;
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range = Math.Max(range, loopCount / 2);
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if (loopCount > 10) return null;
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} while (!move.CanEnterCell(xy) && xy != a.Location);
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return xy;
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}
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//try very hard to find a valid move destination near the target.
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//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
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bool TryToMove(Actor a, int2 desiredMoveTarget, bool attackMove)
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{
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var xy = ChooseDestinationNear(a, desiredMoveTarget);
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if (xy == null)
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return false;
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world.IssueOrder(new Order(attackMove ? "AttackMove" : "Move", a, false) { TargetLocation = xy.Value });
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return true;
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}
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void DeployMcv(Actor self)
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{
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/* find our mcv and deploy it */
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var mcv = self.World.Actors
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.FirstOrDefault(a => a.Owner == p && a.Info == Rules.Info["mcv"]);
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if (mcv != null)
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{
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baseCenter = mcv.Location;
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world.IssueOrder(new Order("DeployTransform", mcv, false));
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}
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else
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BotDebug("AI: Can't find the MCV.");
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}
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internal IEnumerable<ProductionQueue> FindQueues(string category)
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{
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return world.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category)
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.Select(a => a.Trait);
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}
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//Build a random unit of the given type. Not going to be needed once there is actual AI...
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void BuildRandom(string category)
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{
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// Pick a free queue
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var queue = FindQueues( category ).FirstOrDefault( q => q.CurrentItem() == null );
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if (queue == null)
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return;
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var unit = ChooseRandomUnitToBuild(queue);
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if (unit != null && Info.UnitsToBuild.Any( u => u.Key == unit.Name ))
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world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!enabled) return;
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if (self.HasTrait<RepairableBuilding>())
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if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light)
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{
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BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
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self, e.PreviousDamageState, e.DamageState);
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world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
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{ TargetActor = self });
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}
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}
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}
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}
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