Expose HackyAI's Squads and IsEnabled fields
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@@ -178,6 +178,8 @@ namespace OpenRA.Mods.Common.AI
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return randomBaseBuilding != null ? randomBaseBuilding.Location : initialBaseCenter;
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return randomBaseBuilding != null ? randomBaseBuilding.Location : initialBaseCenter;
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}
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}
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public bool IsEnabled;
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public List<Squad> Squads = new List<Squad>();
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public Player Player { get; private set; }
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public Player Player { get; private set; }
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readonly DomainIndex domainIndex;
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readonly DomainIndex domainIndex;
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@@ -194,7 +196,6 @@ namespace OpenRA.Mods.Common.AI
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PowerManager playerPower;
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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PlayerResources playerResource;
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bool enabled;
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int ticks;
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int ticks;
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BitArray resourceTypeIndices;
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BitArray resourceTypeIndices;
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@@ -204,7 +205,6 @@ namespace OpenRA.Mods.Common.AI
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Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
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Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
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List<BaseBuilder> builders = new List<BaseBuilder>();
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List<BaseBuilder> builders = new List<BaseBuilder>();
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List<Squad> squads = new List<Squad>();
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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// Units that the ai already knows about. Any unit not on this list needs to be given a role.
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// Units that the ai already knows about. Any unit not on this list needs to be given a role.
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@@ -257,7 +257,7 @@ namespace OpenRA.Mods.Common.AI
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public void Activate(Player p)
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public void Activate(Player p)
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{
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{
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Player = p;
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Player = p;
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enabled = true;
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IsEnabled = true;
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playerPower = p.PlayerActor.Trait<PowerManager>();
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playerPower = p.PlayerActor.Trait<PowerManager>();
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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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@@ -523,7 +523,7 @@ namespace OpenRA.Mods.Common.AI
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public void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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if (!enabled)
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if (!IsEnabled)
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return;
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return;
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ticks++;
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ticks++;
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@@ -603,21 +603,21 @@ namespace OpenRA.Mods.Common.AI
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void CleanSquads()
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void CleanSquads()
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{
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{
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squads.RemoveAll(s => !s.IsValid);
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Squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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foreach (var s in Squads)
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s.Units.RemoveAll(unitCannotBeOrdered);
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s.Units.RemoveAll(unitCannotBeOrdered);
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}
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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Squad GetSquadOfType(SquadType type)
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Squad GetSquadOfType(SquadType type)
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{
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{
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return squads.FirstOrDefault(s => s.Type == type);
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return Squads.FirstOrDefault(s => s.Type == type);
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}
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}
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Squad RegisterNewSquad(SquadType type, Actor target = null)
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Squad RegisterNewSquad(SquadType type, Actor target = null)
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{
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{
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var ret = new Squad(this, type, target);
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var ret = new Squad(this, type, target);
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squads.Add(ret);
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Squads.Add(ret);
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return ret;
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return ret;
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}
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}
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@@ -637,7 +637,7 @@ namespace OpenRA.Mods.Common.AI
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if (--attackForceTicks <= 0)
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if (--attackForceTicks <= 0)
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{
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{
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attackForceTicks = Info.AttackForceInterval;
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attackForceTicks = Info.AttackForceInterval;
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foreach (var s in squads)
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foreach (var s in Squads)
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s.Update();
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s.Update();
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}
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}
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@@ -1059,7 +1059,7 @@ namespace OpenRA.Mods.Common.AI
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public void Damaged(Actor self, AttackInfo e)
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public void Damaged(Actor self, AttackInfo e)
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{
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{
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if (!enabled || e.Attacker == null)
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if (!IsEnabled || e.Attacker == null)
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return;
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return;
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if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral)
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if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral)
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