Initial cleanup of StateBase.

This commit is contained in:
Paul Chote
2013-08-24 10:40:32 +12:00
parent 233ba81976
commit 5d142945eb
2 changed files with 49 additions and 45 deletions

View File

@@ -65,11 +65,11 @@ namespace OpenRA.Mods.RA.AI
{ {
World world = owner.world; World world = owner.world;
detectedEnemyTarget = null; detectedEnemyTarget = null;
int x = (world.Map.MapSize.X % dangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + dangerRadius; int x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
int y = (world.Map.MapSize.Y % dangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + dangerRadius; int y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;
for (int i = 0; i < x; i += dangerRadius * 2) for (int i = 0; i < x; i += DangerRadius * 2)
for (int j = 0; j < y; j += dangerRadius * 2) for (int j = 0; j < y; j += DangerRadius * 2)
{ {
CPos pos = new CPos(i, j); CPos pos = new CPos(i, j);
if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget)) if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget))
@@ -96,7 +96,7 @@ namespace OpenRA.Mods.RA.AI
protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget) protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
{ {
detectedEnemyTarget = null; detectedEnemyTarget = null;
var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(dangerRadius)) var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList(); .Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
int missileUnitsCount = 0; int missileUnitsCount = 0;

View File

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