Split HackyAI.BaseBuilder into its own file; Move hackyAI components into OpenRA.Mods.RA.AI namespace and dir
This commit is contained in:
102
OpenRA.Mods.RA/AI/BaseBuilder.cs
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102
OpenRA.Mods.RA/AI/BaseBuilder.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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namespace OpenRA.Mods.RA.AI
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{
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class BaseBuilder
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{
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enum BuildState { ChooseItem, WaitForProduction, WaitForFeedback }
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BuildState state = BuildState.WaitForFeedback;
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string category;
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HackyAI ai;
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int lastThinkTick;
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Func<ProductionQueue, ActorInfo> chooseItem;
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public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
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{
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this.ai = ai;
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this.category = category;
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this.chooseItem = chooseItem;
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}
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public void Tick()
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{
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// Pick a free queue
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var queue = ai.FindQueues( category ).FirstOrDefault();
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if (queue == null)
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return;
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var currentBuilding = queue.CurrentItem();
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switch (state)
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{
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case BuildState.ChooseItem:
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{
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var item = chooseItem(queue);
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if (item == null)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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}
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else
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{
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HackyAI.BotDebug("AI: Starting production of {0}".F(item.Name));
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state = BuildState.WaitForProduction;
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ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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}
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break;
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case BuildState.WaitForProduction:
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if (currentBuilding == null) return; /* let it happen.. */
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else if (currentBuilding.Paused)
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ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
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else if (currentBuilding.Done)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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/* place the building */
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var location = ai.ChooseBuildLocation(currentBuilding);
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if (location == null)
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{
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HackyAI.BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
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}
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else
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{
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ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor, false)
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{
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TargetLocation = location.Value,
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TargetString = currentBuilding.Item
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});
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}
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}
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break;
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case BuildState.WaitForFeedback:
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if (ai.ticks - lastThinkTick > HackyAI.feedbackTime)
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state = BuildState.ChooseItem;
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break;
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}
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}
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}
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}
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@@ -17,7 +17,6 @@ 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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@@ -28,7 +27,7 @@ using XRandom = OpenRA.Thirdparty.Random;
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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
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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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@@ -63,8 +62,8 @@ namespace OpenRA.Mods.RA
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class HackyAI : ITick, IBot, INotifyDamage
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{
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bool enabled;
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int ticks;
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Player p;
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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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@@ -72,7 +71,9 @@ namespace OpenRA.Mods.RA
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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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World world { get { return p.PlayerActor.World; } }
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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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@@ -156,7 +157,7 @@ namespace OpenRA.Mods.RA
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return cells.All(c => bi.GetBuildingAt(c) == null);
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}
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int2? ChooseBuildLocation(ProductionItem item)
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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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@@ -171,8 +172,6 @@ namespace OpenRA.Mods.RA
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return null; // i don't know where to put it.
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}
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const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public void Tick(Actor self)
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{
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if (!enabled)
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@@ -428,86 +427,6 @@ namespace OpenRA.Mods.RA
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world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
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}
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class BaseBuilder
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{
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enum BuildState { ChooseItem, WaitForProduction, WaitForFeedback }
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BuildState state = BuildState.WaitForFeedback;
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string category;
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HackyAI ai;
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int lastThinkTick;
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Func<ProductionQueue, ActorInfo> chooseItem;
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public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
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{
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this.ai = ai;
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this.category = category;
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this.chooseItem = chooseItem;
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}
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public void Tick()
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{
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// Pick a free queue
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var queue = ai.FindQueues( category ).FirstOrDefault();
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if (queue == null)
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return;
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var currentBuilding = queue.CurrentItem();
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switch (state)
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{
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case BuildState.ChooseItem:
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{
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var item = chooseItem(queue);
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if (item == null)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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}
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else
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{
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BotDebug("AI: Starting production of {0}".F(item.Name));
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state = BuildState.WaitForProduction;
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ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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}
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break;
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case BuildState.WaitForProduction:
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if (currentBuilding == null) return; /* let it happen.. */
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else if (currentBuilding.Paused)
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ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
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else if (currentBuilding.Done)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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/* place the building */
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var location = ai.ChooseBuildLocation(currentBuilding);
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if (location == null)
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{
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BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
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}
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else
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{
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ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor, false)
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{
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TargetLocation = location.Value,
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TargetString = currentBuilding.Item
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});
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}
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}
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break;
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case BuildState.WaitForFeedback:
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if (ai.ticks - lastThinkTick > feedbackTime)
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state = BuildState.ChooseItem;
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break;
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}
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}
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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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@@ -200,7 +200,6 @@
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<Compile Include="GainsExperience.cs" />
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<Compile Include="GivesBounty.cs" />
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<Compile Include="GivesExperience.cs" />
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<Compile Include="HackyAI.cs" />
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<Compile Include="Harvester.cs" />
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<Compile Include="HarvesterHuskModifier.cs" />
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<Compile Include="Husk.cs" />
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@@ -362,6 +361,8 @@
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<Compile Include="World\SmudgeLayer.cs" />
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<Compile Include="Widgets\Logic\LobbyUtils.cs" />
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<Compile Include="Widgets\Logic\DownloadPackagesLogic.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\HackyAI.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -388,4 +389,7 @@
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copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="AI\" />
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</ItemGroup>
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</Project>
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