Merge pull request #3782 from pchote/hackyai-target-fix

Filter AI targets based on what it can actually attack.
This commit is contained in:
Chris Forbes
2013-09-02 03:32:06 -07:00
4 changed files with 35 additions and 23 deletions

View File

@@ -441,28 +441,34 @@ namespace OpenRA.Mods.RA.AI
return target;
}
internal Actor FindClosestEnemy(WPos pos)
bool IsValidTarget(Actor a, Actor targeter)
{
var allEnemyUnits = world.Actors
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>()).ToList();
if (p.Stances[a.Owner] != Stance.Enemy)
return false;
if (allEnemyUnits.Count > 0)
return allEnemyUnits.ClosestTo(pos);
// TODO: We shouldn't need to check this explicitly
if (!a.HasTrait<Husk>())
return false;
return null;
var targetable = a.TraitOrDefault<ITargetable>();
if (targetable == null || !targetable.TargetableBy(a, targeter))
return false;
return true;
}
internal Actor FindClosestEnemy(WPos pos, WRange radius)
internal Actor FindClosestEnemy(Actor targeter, WPos pos)
{
var enemyUnits = world.FindActorsInCircle(pos, radius)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
return world.Actors
.Where(unit => IsValidTarget(unit, targeter))
.ClosestTo(pos);
}
if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos);
return null;
internal Actor FindClosestEnemy(Actor targeter, WPos pos, WRange radius)
{
return world.FindActorsInCircle(pos, radius)
.Where(unit => IsValidTarget(unit, targeter))
.ClosestTo(pos);
}
List<Actor> FindEnemyConstructionYards()

View File

@@ -183,8 +183,8 @@ namespace OpenRA.Mods.RA.AI
if (!owner.TargetIsValid)
{
var a = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(a.CenterPosition);
var targeter = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else

View File

@@ -33,8 +33,11 @@ namespace OpenRA.Mods.RA.AI
if (!owner.TargetIsValid)
{
var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().CenterPosition);
if (t == null) return;
var targeter = owner.units.First();
var t = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
if (t == null)
return;
owner.Target = t;
}
@@ -71,7 +74,8 @@ namespace OpenRA.Mods.RA.AI
if (!owner.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
var targeter = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
@@ -129,7 +133,8 @@ namespace OpenRA.Mods.RA.AI
if (!owner.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
var targeter = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
@@ -141,7 +146,7 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in owner.units)
if (!BusyAttack(a))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterPosition) });
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a, a.CenterPosition) });
if (ShouldFlee(owner))
{

View File

@@ -32,7 +32,8 @@ namespace OpenRA.Mods.RA.AI
if (!owner.TargetIsValid)
{
owner.Target = owner.bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
var targeter = owner.units.FirstOrDefault();
owner.Target = owner.bot.FindClosestEnemy(targeter, owner.CenterPosition, WRange.FromCells(8));
if (owner.Target == null)
{