Merge pull request #3822 from pchote/new-target-fix
Revert AI target filtering
This commit is contained in:
@@ -441,34 +441,28 @@ namespace OpenRA.Mods.RA.AI
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return target;
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}
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bool IsValidTarget(Actor a, Actor targeter)
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internal Actor FindClosestEnemy(WPos pos)
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{
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if (p.Stances[a.Owner] != Stance.Enemy)
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return false;
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var allEnemyUnits = world.Actors
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
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unit.HasTrait<ITargetable>()).ToList();
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// TODO: We shouldn't need to check this explicitly
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if (!a.HasTrait<Husk>())
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return false;
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if (allEnemyUnits.Count > 0)
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return allEnemyUnits.ClosestTo(pos);
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var targetable = a.TraitOrDefault<ITargetable>();
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if (targetable == null || !targetable.TargetableBy(a, targeter))
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return false;
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return true;
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return null;
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}
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internal Actor FindClosestEnemy(Actor targeter, WPos pos)
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internal Actor FindClosestEnemy(WPos pos, WRange radius)
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{
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return world.Actors
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.Where(unit => IsValidTarget(unit, targeter))
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.ClosestTo(pos);
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}
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var enemyUnits = world.FindActorsInCircle(pos, radius)
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
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!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
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internal Actor FindClosestEnemy(Actor targeter, WPos pos, WRange radius)
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{
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return world.FindActorsInCircle(pos, radius)
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.Where(unit => IsValidTarget(unit, targeter))
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.ClosestTo(pos);
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if (enemyUnits.Count > 0)
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return enemyUnits.ClosestTo(pos);
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return null;
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}
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List<Actor> FindEnemyConstructionYards()
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@@ -183,8 +183,8 @@ namespace OpenRA.Mods.RA.AI
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if (!owner.TargetIsValid)
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{
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var targeter = owner.units.Random(owner.random);
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var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
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var a = owner.units.Random(owner.random);
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var closestEnemy = owner.bot.FindClosestEnemy(a.CenterPosition);
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if (closestEnemy != null)
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owner.Target = closestEnemy;
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else
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@@ -33,11 +33,8 @@ namespace OpenRA.Mods.RA.AI
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if (!owner.TargetIsValid)
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{
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var targeter = owner.units.First();
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var t = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
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if (t == null)
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return;
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var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().CenterPosition);
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if (t == null) return;
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owner.Target = t;
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}
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@@ -74,8 +71,7 @@ namespace OpenRA.Mods.RA.AI
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if (!owner.TargetIsValid)
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{
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var targeter = owner.units.Random(owner.random);
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var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
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var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
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if (closestEnemy != null)
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owner.Target = closestEnemy;
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else
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@@ -133,8 +129,7 @@ namespace OpenRA.Mods.RA.AI
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if (!owner.TargetIsValid)
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{
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var targeter = owner.units.Random(owner.random);
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var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
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var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
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if (closestEnemy != null)
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owner.Target = closestEnemy;
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else
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@@ -146,7 +141,7 @@ namespace OpenRA.Mods.RA.AI
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foreach (var a in owner.units)
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if (!BusyAttack(a))
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owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a, a.CenterPosition) });
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owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterPosition) });
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if (ShouldFlee(owner))
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{
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@@ -32,8 +32,7 @@ namespace OpenRA.Mods.RA.AI
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if (!owner.TargetIsValid)
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{
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var targeter = owner.units.FirstOrDefault();
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owner.Target = owner.bot.FindClosestEnemy(targeter, owner.CenterPosition, WRange.FromCells(8));
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owner.Target = owner.bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
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if (owner.Target == null)
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{
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