Remove explicit List<Actors> everywhere.
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@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using AI.Fuzzy.Library;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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@@ -165,7 +166,7 @@ namespace OpenRA.Mods.RA.AI
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"then AttackOrFlee is Flee");
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}
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public void CalculateFuzzy(List<Actor> ownUnits, List<Actor> enemyUnits)
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public void CalculateFuzzy(IEnumerable<Actor> ownUnits, IEnumerable<Actor> enemyUnits)
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{
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var inputValues = new Dictionary<FuzzyVariable, double>();
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inputValues.Add(fuzzyEngine.InputByName("OwnHealth"), (double)NormalizedHealth(ownUnits, 100));
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@@ -176,7 +177,7 @@ namespace OpenRA.Mods.RA.AI
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result = fuzzyEngine.Calculate(inputValues);
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}
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protected float NormalizedHealth(List<Actor> actors, float normalizeByValue)
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protected float NormalizedHealth(IEnumerable<Actor> actors, float normalizeByValue)
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{
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var sumOfMaxHp = 0;
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var sumOfHp = 0;
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@@ -195,7 +196,7 @@ namespace OpenRA.Mods.RA.AI
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return (sumOfHp * normalizeByValue) / sumOfMaxHp;
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}
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protected float RelativePower(List<Actor> own, List<Actor> enemy)
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protected float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
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{
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return RelativeValue(own, enemy, 100, SumOfValues<AttackBase>, (Actor a) =>
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{
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@@ -208,25 +209,25 @@ namespace OpenRA.Mods.RA.AI
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});
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}
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protected float RelativeSpeed(List<Actor> own, List<Actor> enemy)
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protected float RelativeSpeed(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
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{
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return RelativeValue(own, enemy, 100, Average<Mobile>, (Actor a) => a.Trait<Mobile>().Info.Speed);
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}
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protected float RelativeValue(List<Actor> own, List<Actor> enemy, float normalizeByValue,
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Func<List<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue)
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protected float RelativeValue(IEnumerable<Actor> own, IEnumerable<Actor> enemy, float normalizeByValue,
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Func<IEnumerable<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue)
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{
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if (enemy.Count == 0)
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if (!enemy.Any())
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return 999.0f;
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if (own.Count == 0)
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if (!own.Any())
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return 0.0f;
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var relative = (relativeFunc(own, getValue) / relativeFunc(enemy, getValue)) * normalizeByValue;
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return relative.Clamp(0.0f, 999.0f);
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}
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protected float SumOfValues<Trait>(List<Actor> actors, Func<Actor, int> getValue)
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protected float SumOfValues<Trait>(IEnumerable<Actor> actors, Func<Actor, int> getValue)
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{
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var sum = 0;
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foreach (var a in actors)
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@@ -236,7 +237,7 @@ namespace OpenRA.Mods.RA.AI
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return sum;
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}
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protected float Average<Trait>(List<Actor> actors, Func<Actor, int> getValue)
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protected float Average<Trait>(IEnumerable<Actor> actors, Func<Actor, int> getValue)
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{
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var sum = 0;
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var countActors = 0;
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.AI
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{
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protected const int missileUnitsMultiplier = 3;
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protected static int CountAntiAirUnits(List<Actor> units)
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protected static int CountAntiAirUnits(IEnumerable<Actor> units)
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{
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int missileUnitsCount = 0;
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foreach (var unit in units)
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA.AI
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return base.MayBeFlee(owner, (enemyAroundUnit) =>
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{
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int missileUnitsCount = 0;
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if (enemyAroundUnit.Count > 0)
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if (enemyAroundUnit.Any())
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missileUnitsCount = CountAntiAirUnits(enemyAroundUnit);
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if (missileUnitsCount * missileUnitsMultiplier > owner.units.Count)
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@@ -92,7 +92,7 @@ namespace OpenRA.Mods.RA.AI
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return false;
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}
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protected virtual bool MayBeFlee(Squad squad, Func<List<Actor>, bool> flee)
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protected virtual bool MayBeFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
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{
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if (!squad.IsValid)
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return false;
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.RA.AI
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if (!enemyAroundUnit.Any())
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return false;
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return flee(enemyAroundUnit.ToList());
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return flee(enemyAroundUnit);
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}
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}
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}
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