Initial cleanup of StateBase.
This commit is contained in:
@@ -65,11 +65,11 @@ namespace OpenRA.Mods.RA.AI
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{
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{
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World world = owner.world;
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World world = owner.world;
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detectedEnemyTarget = null;
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detectedEnemyTarget = null;
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int x = (world.Map.MapSize.X % dangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + dangerRadius;
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int x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
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int y = (world.Map.MapSize.Y % dangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + dangerRadius;
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int y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;
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for (int i = 0; i < x; i += dangerRadius * 2)
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for (int i = 0; i < x; i += DangerRadius * 2)
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for (int j = 0; j < y; j += dangerRadius * 2)
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for (int j = 0; j < y; j += DangerRadius * 2)
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{
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{
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CPos pos = new CPos(i, j);
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CPos pos = new CPos(i, j);
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if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget))
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if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget))
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@@ -96,7 +96,7 @@ namespace OpenRA.Mods.RA.AI
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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{
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detectedEnemyTarget = null;
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detectedEnemyTarget = null;
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var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(dangerRadius))
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var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
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.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
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.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
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int missileUnitsCount = 0;
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int missileUnitsCount = 0;
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@@ -17,31 +17,9 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.AI
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namespace OpenRA.Mods.RA.AI
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{
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{
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//**********************************************************************************
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// Squad AI States
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/* Include general functional for all states */
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abstract class StateBase
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abstract class StateBase
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{
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{
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protected const int dangerRadius = 10;
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protected const int DangerRadius = 10;
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protected virtual bool MayBeFlee(Squad owner, Func<List<Actor>, bool> flee)
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{
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if (!owner.IsValid)
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return false;
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var u = owner.units.Random(owner.random);
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var units = owner.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(dangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == owner.bot.p && unit.HasTrait<Building>()).ToList();
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if (ownBaseBuildingAround.Count > 0) return false;
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var enemyAroundUnit = units.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
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if (!enemyAroundUnit.Any()) return false;
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return flee(enemyAroundUnit);
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}
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protected static CPos? AverageUnitsPosition(List<Actor> units)
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protected static CPos? AverageUnitsPosition(List<Actor> units)
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{
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{
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@@ -54,38 +32,46 @@ namespace OpenRA.Mods.RA.AI
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y += u.Location.Y;
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y += u.Location.Y;
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countUnits++;
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countUnits++;
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}
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}
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x = x / countUnits;
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x = x / countUnits;
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y = y / countUnits;
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y = y / countUnits;
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return (x != 0 && y != 0) ? new CPos?(new CPos(x, y)) : null;
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return (x != 0 && y != 0) ? new CPos?(new CPos(x, y)) : null;
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}
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}
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protected static void GoToRandomOwnBuilding(Squad owner)
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protected static void GoToRandomOwnBuilding(Squad squad)
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{
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{
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var loc = RandomBuildingLocation(owner);
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var loc = RandomBuildingLocation(squad);
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foreach (var a in owner.units)
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foreach (var a in squad.units)
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owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
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squad.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
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}
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}
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protected static CPos RandomBuildingLocation(Squad owner)
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protected static CPos RandomBuildingLocation(Squad squad)
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{
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{
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var location = owner.bot.baseCenter;
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var location = squad.bot.baseCenter;
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var buildings = owner.world.ActorsWithTrait<Building>()
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var buildings = squad.world.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == owner.bot.p).Select(a => a.Actor).ToArray();
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.Where(a => a.Actor.Owner == squad.bot.p).Select(a => a.Actor).ToArray();
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if (buildings.Length > 0)
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if (buildings.Length > 0)
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location = buildings.Random(owner.random).Location;
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location = buildings.Random(squad.random).Location;
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return location;
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return location;
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}
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}
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protected static bool BusyAttack(Actor a)
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protected static bool BusyAttack(Actor a)
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{
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{
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if (!a.IsIdle)
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if (a.IsIdle)
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if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
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return false;
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a.GetCurrentActivity().GetType() == typeof(FlyAttack) ||
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(a.GetCurrentActivity().NextActivity != null &&
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var type = a.GetCurrentActivity().GetType();
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(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
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if (type == typeof(OpenRA.Mods.RA.Activities.Attack) || type == typeof(FlyAttack))
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a.GetCurrentActivity().NextActivity.GetType() == typeof(FlyAttack)) )
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return true;
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)
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return true;
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var next = a.GetCurrentActivity().NextActivity;
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if (next == null)
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return false;
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var nextType = a.GetCurrentActivity().NextActivity.GetType();
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if (nextType == typeof(OpenRA.Mods.RA.Activities.Attack) || nextType == typeof(FlyAttack))
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return true;
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return false;
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return false;
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}
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}
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@@ -105,5 +91,23 @@ namespace OpenRA.Mods.RA.AI
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return false;
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return false;
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}
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}
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protected virtual bool MayBeFlee(Squad squad, Func<List<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 u = squad.units.Random(squad.random);
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var units = squad.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.bot.p && unit.HasTrait<Building>());
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if (ownBaseBuildingAround.Any())
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return false;
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var enemyAroundUnit = units.Where(unit => squad.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
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if (!enemyAroundUnit.Any())
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return false;
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return flee(enemyAroundUnit.ToList());
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}
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}
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}
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}
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}
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