Unhardcode AI air units and exclude scripted aircraft.

This commit is contained in:
Matthias Mailänder
2021-10-16 23:06:45 +02:00
committed by reaperrr
parent 00ece1ba55
commit e82aa9977e
6 changed files with 67 additions and 14 deletions

View File

@@ -24,6 +24,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Actor types that are valid for naval squads.")]
public readonly HashSet<string> NavalUnitsTypes = new HashSet<string>();
[Desc("Actor types that are excluded from ground attacks.")]
public readonly HashSet<string> AirUnitsTypes = new HashSet<string>();
[Desc("Actor types that should generally be excluded from attack squads.")]
public readonly HashSet<string> ExcludeFromSquadsTypes = new HashSet<string>();
@@ -257,7 +260,7 @@ namespace OpenRA.Mods.Common.Traits
foreach (var a in newUnits)
{
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
if (Info.AirUnitsTypes.Contains(a.Info.Name))
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
@@ -307,10 +310,9 @@ namespace OpenRA.Mods.Common.Traits
{
var allEnemyBaseBuilder = AIUtils.FindEnemiesByCommonName(Info.ConstructionYardTypes, Player);
// TODO: This should use common names & ExcludeFromSquads instead of hardcoding TraitInfo checks
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !Info.NavalUnitsTypes.Contains(unit.Info.Name) && !unit.Info.HasTraitInfo<HarvesterInfo>()).ToList();
&& !Info.AirUnitsTypes.Contains(unit.Info.Name) && !Info.NavalUnitsTypes.Contains(unit.Info.Name) && !Info.ExcludeFromSquadsTypes.Contains(unit.Info.Name)).ToList();
if (!allEnemyBaseBuilder.Any() || ownUnits.Count < Info.SquadSize)
return;

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@@ -0,0 +1,43 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class UnhardcodeSquadManager : UpdateRule
{
public override string Name => "SquadManagerBotModule got new fields to configure ground attacks and defensive actions.";
public override string Description => "AirUnitsTypes and ProtectionTypes were added.";
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var addNodes = new List<MiniYamlNode>();
var aircraft = modData.DefaultRules.Actors.Values.Where(a => a.HasTraitInfo<AircraftInfo>() && a.HasTraitInfo<AttackBaseInfo>()).Select(a => a.Name);
var airUnits = new MiniYamlNode("AirUnitsTypes", FieldSaver.FormatValue(aircraft.ToList()));
addNodes.Add(airUnits);
var vips = modData.DefaultRules.Actors.Values.Where(a => a.HasTraitInfo<HarvesterInfo>() || a.HasTraitInfo<BaseBuildingInfo>() || (a.HasTraitInfo<BuildingInfo>() && a.HasTraitInfo<BuildableInfo>() && !a.HasTraitInfo<LineBuildInfo>() && !a.HasTraitInfo<PlugInfo>())).Select(a => a.Name);
var protection = new MiniYamlNode("ProtectionTypes", FieldSaver.FormatValue(vips.ToList()));
addNodes.Add(protection);
foreach (var squadManager in actorNode.ChildrenMatching("SquadManagerBotModule"))
foreach (var addNode in addNodes)
squadManager.AddNode(addNode);
yield break;
}
}
}

View File

@@ -216,8 +216,9 @@ Player:
SquadManagerBotModule@cabal:
RequiresCondition: enable-cabal-ai
SquadSize: 15
ExcludeFromSquadsTypes: harv, mcv
ExcludeFromSquadsTypes: harv, mcv, a10
ConstructionYardTypes: fact
AirUnitsTypes: heli, orca
UnitBuilderBotModule@cabal:
RequiresCondition: enable-cabal-ai
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
@@ -250,8 +251,9 @@ Player:
SquadManagerBotModule@watson:
RequiresCondition: enable-watson-ai
SquadSize: 15
ExcludeFromSquadsTypes: harv, mcv
ExcludeFromSquadsTypes: harv, mcv, a10
ConstructionYardTypes: fact
AirUnitsTypes: heli, orca
UnitBuilderBotModule@watson:
RequiresCondition: enable-watson-ai
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
@@ -279,8 +281,9 @@ Player:
SquadManagerBotModule@hal9001:
RequiresCondition: enable-hal9001-ai
SquadSize: 8
ExcludeFromSquadsTypes: harv, mcv
ExcludeFromSquadsTypes: harv, mcv, a10
ConstructionYardTypes: fact
AirUnitsTypes: heli, orca
UnitBuilderBotModule@hal9001:
RequiresCondition: enable-hal9001-ai
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI

View File

@@ -219,7 +219,7 @@ Player:
RequiresCondition: enable-omnius-ai
SquadSize: 8
MaxBaseRadius: 40
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, ornithopter
ConstructionYardTypes: construction_yard
IgnoredEnemyTargetTypes: Creep
UnitBuilderBotModule@omnius:
@@ -263,7 +263,7 @@ Player:
RequiresCondition: enable-vidious-ai
SquadSize: 6
MaxBaseRadius: 40
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, ornithopter
ConstructionYardTypes: construction_yard
IgnoredEnemyTargetTypes: Creep
UnitBuilderBotModule@vidious:
@@ -302,7 +302,7 @@ Player:
RequiresCondition: enable-gladius-ai
SquadSize: 10
MaxBaseRadius: 40
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce
ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, ornithopter
ConstructionYardTypes: construction_yard
IgnoredEnemyTargetTypes: Creep
UnitBuilderBotModule@gladius:

View File

@@ -274,9 +274,10 @@ Player:
SquadManagerBotModule@rush:
RequiresCondition: enable-rush-ai
SquadSize: 20
ExcludeFromSquadsTypes: harv, mcv, dog
NavalUnitsTypes: ss,msub,dd,ca,lst,pt
ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2
ConstructionYardTypes: fact
AirUnitsTypes: mig, yak, heli, hind, mh60
McvManagerBotModule:
RequiresCondition: enable-rush-ai || enable-normal-ai || enable-turtle-ai || enable-naval-ai
McvTypes: mcv
@@ -311,10 +312,11 @@ Player:
SquadManagerBotModule@normal:
RequiresCondition: enable-normal-ai
SquadSize: 40
ExcludeFromSquadsTypes: harv, mcv, dog
NavalUnitsTypes: ss,msub,dd,ca,lst,pt
ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2
ConstructionYardTypes: fact
NavalProductionTypes: spen,syrd
AirUnitsTypes: mig, yak, heli, hind, mh60
UnitBuilderBotModule@normal:
RequiresCondition: enable-normal-ai
UnitsToBuild:
@@ -353,10 +355,11 @@ Player:
SquadManagerBotModule@turtle:
RequiresCondition: enable-turtle-ai
SquadSize: 10
ExcludeFromSquadsTypes: harv, mcv, dog
NavalUnitsTypes: ss,msub,dd,ca,lst,pt
ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2
ConstructionYardTypes: fact
NavalProductionTypes: spen,syrd
AirUnitsTypes: mig, yak, heli, hind, mh60
UnitBuilderBotModule@turtle:
RequiresCondition: enable-turtle-ai
UnitsToBuild:
@@ -395,10 +398,11 @@ Player:
SquadManagerBotModule@naval:
RequiresCondition: enable-naval-ai
SquadSize: 1
ExcludeFromSquadsTypes: harv, mcv, dog
ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2
NavalUnitsTypes: ss,msub,dd,ca,lst,pt
ConstructionYardTypes: fact
NavalProductionTypes: spen,syrd
AirUnitsTypes: mig, yak, heli, hind, mh60
UnitBuilderBotModule@naval:
RequiresCondition: enable-naval-ai
UnitsToBuild:

View File

@@ -70,8 +70,9 @@ Player:
SquadManagerBotModule@test:
RequiresCondition: enable-test-ai
SquadSize: 20
ExcludeFromSquadsTypes: harv, mcv
ExcludeFromSquadsTypes: harv, mcv, dpod, hunter
ConstructionYardTypes: gacnst
AirUnitsTypes: orca, orcab, scrin, apache, jumpjet
UnitBuilderBotModule@test:
RequiresCondition: enable-test-ai
UnitQueues: Vehicle, Infantry, Air