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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105
OpenRA.Mods.Common/Traits/BotModules/Squads/States/StateBase.cs
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105
OpenRA.Mods.Common/Traits/BotModules/Squads/States/StateBase.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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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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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abstract class StateBase
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{
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protected static void GoToRandomOwnBuilding(Squad squad)
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{
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var loc = RandomBuildingLocation(squad);
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foreach (var a in squad.Units)
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squad.Bot.QueueOrder(new Order("Move", a, Target.FromCell(squad.World, loc), false));
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}
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protected static CPos RandomBuildingLocation(Squad squad)
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{
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var location = squad.SquadManager.GetRandomBaseCenter();
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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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if (buildings.Count > 0)
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location = buildings.Random(squad.Random).Location;
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return location;
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}
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protected static bool BusyAttack(Actor a)
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{
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if (a.IsIdle)
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return false;
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var activity = a.CurrentActivity;
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var type = activity.GetType();
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if (type == typeof(Attack) || type == typeof(FlyAttack))
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return true;
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var next = activity.NextActivity;
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if (next == null)
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(Attack) || nextType == typeof(FlyAttack))
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return true;
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return false;
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}
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protected static bool CanAttackTarget(Actor a, Actor target)
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{
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if (!a.Info.HasTraitInfo<AttackBaseInfo>())
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return false;
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var targetTypes = target.GetEnabledTargetTypes();
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if (targetTypes.IsEmpty)
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return false;
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var arms = a.TraitsImplementing<Armament>();
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foreach (var arm in arms)
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{
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if (arm.IsTraitDisabled)
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continue;
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if (arm.Weapon.IsValidTarget(targetTypes))
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return true;
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}
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return false;
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}
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protected virtual bool ShouldFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
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{
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if (!squad.IsValid)
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return false;
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var randomSquadUnit = squad.Units.Random(squad.Random);
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var dangerRadius = squad.SquadManager.Info.DangerScanRadius;
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var units = squad.World.FindActorsInCircle(randomSquadUnit.CenterPosition, WDist.FromCells(dangerRadius)).ToList();
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// If there are any own buildings within the DangerRadius, don't flee
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// PERF: Avoid LINQ
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foreach (var u in units)
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if (u.Owner == squad.Bot.Player && u.Info.HasTraitInfo<BuildingInfo>())
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return false;
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var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>());
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if (!enemyAroundUnit.Any())
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return false;
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return flee(enemyAroundUnit);
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}
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}
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}
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