Split off last bot modules
And dissolve AI namespace. There would have been so little left in Common.AI, that keeping it made no sense anymore.
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OpenRA.Mods.Common/AIUtils.cs
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OpenRA.Mods.Common/AIUtils.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public enum BuildingType { Building, Defense, Refinery }
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public enum WaterCheck { NotChecked, EnoughWater, NotEnoughWater }
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public class CaptureTarget<TInfoType> where TInfoType : class, ITraitInfoInterface
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{
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internal readonly Actor Actor;
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internal readonly TInfoType Info;
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/// <summary>The order string given to the capturer so they can capture this actor.</summary>
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/// <example>ExternalCaptureActor</example>
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internal readonly string OrderString;
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internal CaptureTarget(Actor actor, string orderString)
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{
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Actor = actor;
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Info = actor.Info.TraitInfoOrDefault<TInfoType>();
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OrderString = orderString;
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}
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}
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public static class AIUtils
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{
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public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
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{
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var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
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// TODO: Properly check building foundation rather than 3x3 area.
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return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
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.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
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Util.AdjacentCells(world, Target.FromCell(world, c))
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.All(ac => terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
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.Any(availableCells => availableCells > 0);
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}
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public static IEnumerable<ProductionQueue> FindQueues(Player player, string category)
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{
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return player.World.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category && a.Trait.Enabled)
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.Select(a => a.Trait);
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}
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public static IEnumerable<Actor> GetActorsWithTrait<T>(World world)
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{
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return world.ActorsHavingTrait<T>();
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}
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public static int CountActorsWithTrait<T>(string actorName, Player owner)
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{
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return GetActorsWithTrait<T>(owner.World).Count(a => a.Owner == owner && a.Info.Name == actorName);
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}
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public static int CountActorByCommonName(HashSet<string> commonNames, Player owner)
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{
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return owner.World.Actors.Count(a => !a.IsDead && a.Owner == owner &&
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commonNames.Contains(a.Info.Name));
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}
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public static int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
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{
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return GetActorsWithTrait<Building>(owner.World)
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.Count(a => a.Owner == owner && buildings.Contains(a.Info.Name));
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}
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public static List<Actor> FindEnemiesByCommonName(HashSet<string> commonNames, Player player)
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{
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return player.World.Actors.Where(a => !a.IsDead && player.Stances[a.Owner] == Stance.Enemy &&
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commonNames.Contains(a.Info.Name)).ToList();
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}
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public static ActorInfo GetInfoByCommonName(HashSet<string> names, Player owner)
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{
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return owner.World.Map.Rules.Actors.Where(k => names.Contains(k.Key)).Random(owner.World.LocalRandom).Value;
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}
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public static void BotDebug(string s, params object[] args)
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{
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if (Game.Settings.Debug.BotDebug)
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Game.Debug(s, args);
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}
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}
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}
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