fix a crash, add a normal bot (harder)
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@@ -38,6 +38,9 @@ namespace OpenRA.Mods.RA
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[FieldLoader.Load]
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public readonly string Name;
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[FieldLoader.Load]
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public readonly int SquadSize = 8;
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string IBotInfo.Name { get { return this.Name; } }
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[FieldLoader.LoadUsing("LoadUnits")]
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@@ -256,17 +259,13 @@ namespace OpenRA.Mods.RA
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//This is purely to identify production buildings that don't have a rally point set.
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List<Actor> activeProductionBuildings = new List<Actor>();
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bool IsHumanPlayer(Player p)
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{
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/* hack hack: this actually detects 'is not HackyAI' -- possibly actually a good thing. */
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var hackyAI = p.PlayerActor.Trait<HackyAI>();
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return !hackyAI.enabled;
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}
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bool IsHumanPlayer(Player p) { return !p.IsBot && !p.NonCombatant; }
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bool HasHumanPlayers()
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{
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return p.World.players.Any(a => !a.Value.IsBot && !a.Value.NonCombatant);
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}
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int2? ChooseEnemyTarget()
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{
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// Criteria for picking an enemy:
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@@ -305,7 +304,7 @@ namespace OpenRA.Mods.RA
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/* Create an attack force when we have enough units around our base. */
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// (don't bother leaving any behind for defense.)
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if (unitsHangingAroundTheBase.Count > 8)
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if (unitsHangingAroundTheBase.Count >= Info.SquadSize)
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{
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BotDebug("Launch an attack.");
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@@ -32,7 +32,7 @@ Player:
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InitialCash: 5000
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ActorGroupProxy:
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DeveloperMode:
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HackyAI@Default:
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HackyAI@EasyAI:
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Name:Easy AI
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BuildingFractions:
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proc: 20%
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@@ -40,7 +40,6 @@ Player:
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tent: 5%
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weap: 5%
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pbox: 5%
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hbox: 5%
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gun: 5%
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tsla: 5%
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ftur: 5%
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@@ -48,9 +47,9 @@ Player:
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sam: 1%
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atek: 1%
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stek: 1%
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silo: 5%
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fix: 1%
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dome: 1%
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hbox: 5%
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UnitsToBuild:
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e1: 0%
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e2: 0%
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@@ -58,6 +57,30 @@ Player:
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1tnk: 0%
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2tnk: 0%
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3tnk: 0%
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HackyAI@NormalAI:
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Name:Normal AI
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BuildingFractions:
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proc: 30%
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tent: 1%
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weap: 1%
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pbox: 5%
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gun: 15%
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ftur: 10%
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tsla: 15%
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dome: 1%
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agun: 5%
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sam: 1%
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atek: 1%
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stek: 1%
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fix: 0.1%
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UnitsToBuild:
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1tnk: 0%
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2tnk: 0%
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3tnk: 0%
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4tnk: 0%
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arty: 0%
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v2rl: 0%
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SquadSize: 15
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PlayerColorPalette:
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BasePalette: terrain
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SurrenderOnDisconnect:
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