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;