From 8dc75eec3455b848534b8d77df155fb21c671aaf Mon Sep 17 00:00:00 2001 From: dnqbob Date: Sun, 30 Nov 2025 21:21:11 +0800 Subject: [PATCH] Allow bot repairs all buildings. --- .../BotModules/BuildingRepairBotModule.cs | 31 +++++++++++++++++++ mods/d2k/rules/ai.yaml | 1 + 2 files changed, 32 insertions(+) diff --git a/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs index 6b3750d085..856c10abbf 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs @@ -9,6 +9,7 @@ */ #endregion +using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits @@ -17,16 +18,46 @@ namespace OpenRA.Mods.Common.Traits [Desc("Manages AI repairing base buildings.")] public class BuildingRepairBotModuleInfo : ConditionalTraitInfo { + [Desc($"A delay (in ticks) of repair all actors with {nameof(RepairableBuilding)} periodically. Set it to -1 to disable it.")] + public readonly int RepairAllBuildingsCoolDown = 107; + public override object Create(ActorInitializer init) { return new BuildingRepairBotModule(this); } } public class BuildingRepairBotModule : ConditionalTrait, IBotRespondToAttack { + int prevTicks = 0; + public BuildingRepairBotModule(BuildingRepairBotModuleInfo info) : base(info) { } void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e) { + // Check all buildings for repair periodically. + // We add a RepairAllCoolDown >= 0 for d2k bots to disable it. + if (Info.RepairAllBuildingsCoolDown >= 0 && prevTicks + Info.RepairAllBuildingsCoolDown < bot.Player.World.WorldTick) + { + prevTicks = bot.Player.World.WorldTick; + var reaprableBuildings = bot.Player.World.ActorsWithTrait() + .Where(tp => + { + if (tp.Actor.Owner != bot.Player) + return false; + + var health = tp.Actor.TraitOrDefault(); + if (health == null || health.DamageState <= DamageState.Undamaged || health.DamageState == DamageState.Dead) + return false; + + return !tp.Trait.RepairActive; + }); + + foreach (var tp in reaprableBuildings) + bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(tp.Actor), false)); + + return; + } + + // Check if the attacked building needs repair. // HACK: We don't want D2k bots to repair all their buildings on placement // where half their HP is removed via neutral terrain damage. // TODO: Implement concrete placement for D2k bots and remove this hack on players relationship check. diff --git a/mods/d2k/rules/ai.yaml b/mods/d2k/rules/ai.yaml index cfc661a8ea..4aca72e29a 100644 --- a/mods/d2k/rules/ai.yaml +++ b/mods/d2k/rules/ai.yaml @@ -261,6 +261,7 @@ Player: medium_gun_turret: 5000 BuildingRepairBotModule: RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai + RepairAllBuildingsCoolDown: -1 SquadManagerBotModule@omnius: RequiresCondition: enable-omnius-ai SquadSize: 8