Allow bot repairs all buildings.

This commit is contained in:
dnqbob
2025-11-30 21:21:11 +08:00
committed by Gustas Kažukauskas
parent 3e7e4df2ed
commit 8dc75eec34
2 changed files with 32 additions and 0 deletions

View File

@@ -9,6 +9,7 @@
*/ */
#endregion #endregion
using System.Linq;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits
@@ -17,16 +18,46 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Manages AI repairing base buildings.")] [Desc("Manages AI repairing base buildings.")]
public class BuildingRepairBotModuleInfo : ConditionalTraitInfo 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 override object Create(ActorInitializer init) { return new BuildingRepairBotModule(this); }
} }
public class BuildingRepairBotModule : ConditionalTrait<BuildingRepairBotModuleInfo>, IBotRespondToAttack public class BuildingRepairBotModule : ConditionalTrait<BuildingRepairBotModuleInfo>, IBotRespondToAttack
{ {
int prevTicks = 0;
public BuildingRepairBotModule(BuildingRepairBotModuleInfo info) public BuildingRepairBotModule(BuildingRepairBotModuleInfo info)
: base(info) { } : base(info) { }
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e) 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<RepairableBuilding>()
.Where(tp =>
{
if (tp.Actor.Owner != bot.Player)
return false;
var health = tp.Actor.TraitOrDefault<Health>();
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 // HACK: We don't want D2k bots to repair all their buildings on placement
// where half their HP is removed via neutral terrain damage. // 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. // TODO: Implement concrete placement for D2k bots and remove this hack on players relationship check.

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@@ -261,6 +261,7 @@ Player:
medium_gun_turret: 5000 medium_gun_turret: 5000
BuildingRepairBotModule: BuildingRepairBotModule:
RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
RepairAllBuildingsCoolDown: -1
SquadManagerBotModule@omnius: SquadManagerBotModule@omnius:
RequiresCondition: enable-omnius-ai RequiresCondition: enable-omnius-ai
SquadSize: 8 SquadSize: 8