Fix botmodules querying the Player actor before it is assigned.

This commit is contained in:
matjaeck
2019-11-02 10:39:00 +01:00
committed by reaperrr
parent a74235bdbc
commit 5ac9d2c2f1
6 changed files with 55 additions and 14 deletions

View File

@@ -160,12 +160,19 @@ namespace OpenRA.Mods.Common.Traits
player = self.Owner;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
playerPower = self.TraitOrDefault<PowerManager>();
playerResources = self.Trait<PlayerResources>();
positionsUpdatedModules = self.TraitsImplementing<IBotPositionsUpdated>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
playerPower = player.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = player.PlayerActor.Trait<PlayerResources>();
positionsUpdatedModules = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
var tileset = world.Map.Rules.TileSet;
resourceTypeIndices = new BitArray(tileset.TerrainInfo.Length); // Big enough
foreach (var t in world.Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())

View File

@@ -76,9 +76,17 @@ namespace OpenRA.Mods.Common.Traits
unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
requestUnitProduction = self.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
pathfinder = world.WorldActor.Trait<IPathFinder>();
domainIndex = world.WorldActor.Trait<DomainIndex>();
resLayer = world.WorldActor.TraitOrDefault<ResourceLayer>();

View File

@@ -80,11 +80,18 @@ namespace OpenRA.Mods.Common.Traits
unitCannotBeOrdered = a => a.Owner != player || a.IsDead || !a.IsInWorld;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
notifyPositionsUpdated = self.TraitsImplementing<IBotPositionsUpdated>().ToArray();
requestUnitProduction = self.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
scanInterval = world.LocalRandom.Next(Info.ScanForNewMcvInterval, Info.ScanForNewMcvInterval * 2);
}

View File

@@ -126,11 +126,18 @@ namespace OpenRA.Mods.Common.Traits
&& !a.GetEnabledTargetTypes().IsEmpty;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
notifyPositionsUpdated = self.TraitsImplementing<IBotPositionsUpdated>().ToArray();
notifyIdleBaseUnits = self.TraitsImplementing<IBotNotifyIdleBaseUnits>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = Player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
notifyIdleBaseUnits = Player.PlayerActor.TraitsImplementing<IBotNotifyIdleBaseUnits>().ToArray();
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = World.LocalRandom.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);

View File

@@ -52,9 +52,17 @@ namespace OpenRA.Mods.Common.Traits
player = self.Owner;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
supportPowerManager = self.Trait<SupportPowerManager>();
}
protected override void TraitEnabled(Actor self)
{
supportPowerManager = player.PlayerActor.Trait<SupportPowerManager>();
foreach (var decision in Info.Decisions)
powerDecisions.Add(decision.OrderName, decision);
}

View File

@@ -60,9 +60,13 @@ namespace OpenRA.Mods.Common.Traits
player = self.Owner;
}
protected override void TraitEnabled(Actor self)
protected override void Created(Actor self)
{
requestPause = player.PlayerActor.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
requestPause = self.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
}
void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits)