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

View File

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