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