Disabled Ground squads finding targets individually

* Now they will tend to focus fire.
* Provides performance when when the AI designer implements better
  (and complex) target selection code
This commit is contained in:
Forcecore
2017-07-07 19:44:41 -05:00
committed by reaperrr
parent cb36dfa532
commit 739d0c0bb2

View File

@@ -20,6 +20,11 @@ namespace OpenRA.Mods.Common.AI
{
return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
return owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition);
}
}
class GroundUnitsIdleState : GroundStateBase, IState
@@ -33,11 +38,11 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid)
{
var t = owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition);
if (t == null)
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy == null)
return;
owner.TargetActor = t;
owner.TargetActor = closestEnemy;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
@@ -72,7 +77,7 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid)
{
var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
@@ -88,8 +93,11 @@ namespace OpenRA.Mods.Common.AI
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
owner.Bot.QueueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
@@ -127,7 +135,7 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid)
{
var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
@@ -139,7 +147,7 @@ namespace OpenRA.Mods.Common.AI
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);