AI States style fixes and minor polish

This commit is contained in:
abcdefg30
2017-08-14 11:25:41 +02:00
committed by Paul Chote
parent 98b1468801
commit 4ce2e82ff0
3 changed files with 25 additions and 32 deletions

View File

@@ -212,19 +212,17 @@ namespace OpenRA.Mods.Common.AI
if (!ReloadsAutomatically(a))
{
if (IsRearm(a))
continue;
if (!HasAmmo(a))
{
if (IsRearm(a))
continue;
owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
continue;
}
if (IsRearm(a))
continue;
}
if (owner.TargetActor.Info.HasTraitInfo<ITargetableInfo>() && CanAttackTarget(a, owner.TargetActor))
if (CanAttackTarget(a, owner.TargetActor))
owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
}
}

View File

@@ -33,28 +33,29 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid)
{
var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
if (t == null) return;
var t = owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition);
if (t == null)
return;
owner.TargetActor = t;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Any())
{
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
if (!enemyUnits.Any())
return;
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
return;
}
else
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
@@ -84,8 +85,9 @@ namespace OpenRA.Mods.Common.AI
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
owner.Bot.QueueOrder(new Order("Stop", leader, false));
@@ -95,14 +97,12 @@ namespace OpenRA.Mods.Common.AI
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
.Where(a1 => !a1.IsDead);
var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo<ITargetableInfo>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
var target = enemynearby.ClosestTo(leader.CenterPosition);
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
return;
}
else
foreach (var a in owner.Units)
@@ -110,10 +110,7 @@ namespace OpenRA.Mods.Common.AI
}
if (ShouldFlee(owner))
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
public void Deactivate(Squad owner) { }
@@ -145,10 +142,7 @@ namespace OpenRA.Mods.Common.AI
owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
if (ShouldFlee(owner))
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
public void Deactivate(Squad owner) { }

View File

@@ -34,8 +34,9 @@ namespace OpenRA.Mods.Common.AI
var location = squad.Bot.GetRandomBaseCenter();
var buildings = squad.World.ActorsHavingTrait<Building>()
.Where(a => a.Owner == squad.Bot.Player).ToList();
if (buildings.Count > 0)
if (buildings.Any())
location = buildings.Random(squad.Random).Location;
return location;
}