AI States style fixes and minor polish
This commit is contained in:
@@ -212,19 +212,17 @@ namespace OpenRA.Mods.Common.AI
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if (!ReloadsAutomatically(a))
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if (!ReloadsAutomatically(a))
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{
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{
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if (IsRearm(a))
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continue;
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if (!HasAmmo(a))
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if (!HasAmmo(a))
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{
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{
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if (IsRearm(a))
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continue;
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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continue;
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}
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}
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if (IsRearm(a))
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continue;
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}
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}
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if (owner.TargetActor.Info.HasTraitInfo<ITargetableInfo>() && CanAttackTarget(a, owner.TargetActor))
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if (CanAttackTarget(a, owner.TargetActor))
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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}
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}
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}
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}
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@@ -33,28 +33,29 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsTargetValid)
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if (!owner.IsTargetValid)
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{
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{
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var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
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var t = owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition);
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if (t == null) return;
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if (t == null)
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return;
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owner.TargetActor = t;
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owner.TargetActor = t;
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}
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}
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Any())
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if (!enemyUnits.Any())
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{
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return;
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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// We have gathered sufficient units. Attack the nearest enemy unit.
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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{
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return;
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foreach (var u in owner.Units)
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}
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owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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}
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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}
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}
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public void Deactivate(Squad owner) { }
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public void Deactivate(Squad owner) { }
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@@ -84,8 +85,9 @@ namespace OpenRA.Mods.Common.AI
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader == null)
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if (leader == null)
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return;
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return;
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
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.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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if (ownUnits.Count < owner.Units.Count)
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{
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{
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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@@ -95,14 +97,12 @@ namespace OpenRA.Mods.Common.AI
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else
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else
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{
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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.Where(a1 => !a1.IsDead);
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
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var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo<ITargetableInfo>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var target = enemies.ClosestTo(leader.CenterPosition);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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if (target != null)
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if (target != null)
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{
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{
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owner.TargetActor = target;
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owner.TargetActor = target;
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
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return;
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}
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}
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else
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else
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foreach (var a in owner.Units)
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foreach (var a in owner.Units)
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@@ -110,10 +110,7 @@ namespace OpenRA.Mods.Common.AI
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}
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}
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if (ShouldFlee(owner))
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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}
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}
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}
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public void Deactivate(Squad owner) { }
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public void Deactivate(Squad owner) { }
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@@ -145,10 +142,7 @@ namespace OpenRA.Mods.Common.AI
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
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if (ShouldFlee(owner))
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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}
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}
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}
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public void Deactivate(Squad owner) { }
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public void Deactivate(Squad owner) { }
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@@ -34,8 +34,9 @@ namespace OpenRA.Mods.Common.AI
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var location = squad.Bot.GetRandomBaseCenter();
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var location = squad.Bot.GetRandomBaseCenter();
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var buildings = squad.World.ActorsHavingTrait<Building>()
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var buildings = squad.World.ActorsHavingTrait<Building>()
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.Where(a => a.Owner == squad.Bot.Player).ToList();
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.Where(a => a.Owner == squad.Bot.Player).ToList();
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if (buildings.Count > 0)
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if (buildings.Any())
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location = buildings.Random(squad.Random).Location;
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location = buildings.Random(squad.Random).Location;
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return location;
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return location;
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}
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}
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