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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#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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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{
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class UnitsForProtectionIdleState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionAttackState : GroundStateBase, IState
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{
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public const int BackoffTicks = 4;
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internal int Backoff = BackoffTicks;
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid)
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{
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owner.TargetActor = owner.SquadManager.FindClosestEnemy(owner.CenterPosition, WDist.FromCells(owner.SquadManager.Info.ProtectionScanRadius));
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if (owner.TargetActor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
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return;
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}
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}
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if (!owner.IsTargetVisible)
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{
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if (Backoff < 0)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
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Backoff = BackoffTicks;
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return;
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}
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Backoff--;
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}
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else
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{
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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}
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}
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionFleeState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState(), true);
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}
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public void Deactivate(Squad owner) { owner.Units.Clear(); }
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}
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}
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