Abort squad states that are not able to move.
This commit is contained in:
@@ -68,6 +68,10 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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class GroundUnitsAttackMoveState : GroundStateBase, IState
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class GroundUnitsAttackMoveState : GroundStateBase, IState
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{
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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public void Tick(Squad owner)
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@@ -91,6 +95,27 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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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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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
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return;
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}
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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.First().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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@@ -126,6 +151,10 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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class GroundUnitsAttackState : GroundStateBase, IState
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class GroundUnitsAttackState : GroundStateBase, IState
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{
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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public void Tick(Squad owner)
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@@ -145,6 +174,28 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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}
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}
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}
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}
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
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return;
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}
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foreach (var a in owner.Units)
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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@@ -93,6 +93,10 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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class NavyUnitsAttackMoveState : NavyStateBase, IState
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class NavyUnitsAttackMoveState : NavyStateBase, IState
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{
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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public void Tick(Squad owner)
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@@ -116,6 +120,27 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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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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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
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return;
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}
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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.First().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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@@ -151,6 +176,10 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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class NavyUnitsAttackState : NavyStateBase, IState
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class NavyUnitsAttackState : NavyStateBase, IState
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{
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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public void Tick(Squad owner)
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@@ -170,6 +199,28 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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}
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}
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}
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}
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
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return;
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}
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foreach (var a in owner.Units)
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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