#region Copyright & License Information /* * Copyright 2007-2014 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Air; using OpenRA.Mods.RA.Buildings; using OpenRA.Traits; namespace OpenRA.Mods.RA.AI { abstract class StateBase { protected const int DangerRadius = 10; protected static void GoToRandomOwnBuilding(Squad squad) { var loc = RandomBuildingLocation(squad); foreach (var a in squad.units) squad.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc }); } protected static CPos RandomBuildingLocation(Squad squad) { var location = squad.bot.baseCenter; var buildings = squad.world.ActorsWithTrait() .Where(a => a.Actor.Owner == squad.bot.p).Select(a => a.Actor).ToArray(); if (buildings.Length > 0) location = buildings.Random(squad.random).Location; return location; } protected static bool BusyAttack(Actor a) { if (a.IsIdle) return false; var type = a.GetCurrentActivity().GetType(); if (type == typeof(Attack) || type == typeof(FlyAttack)) return true; var next = a.GetCurrentActivity().NextActivity; if (next == null) return false; var nextType = a.GetCurrentActivity().NextActivity.GetType(); if (nextType == typeof(Attack) || nextType == typeof(FlyAttack)) return true; return false; } protected static bool CanAttackTarget(Actor a, Actor target) { if (!a.HasTrait()) return false; var targetable = target.TraitOrDefault(); if (targetable == null) return false; var arms = a.TraitsImplementing(); foreach (var arm in arms) if (arm.Weapon.ValidTargets.Intersect(targetable.TargetTypes).Any()) return true; return false; } protected virtual bool ShouldFlee(Squad squad, Func, bool> flee) { if (!squad.IsValid) return false; var u = squad.units.Random(squad.random); var units = squad.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList(); var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.bot.p && unit.HasTrait()); if (ownBaseBuildingAround.Any()) return false; var enemyAroundUnit = units.Where(unit => squad.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait()); if (!enemyAroundUnit.Any()) return false; return flee(enemyAroundUnit); } } }