This allows actor.Info.HasTraitInfo to be used when checking if an actor needs to be added to the index, which is a cheaper call than actor.TraitsImplementing.
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public enum BuildingType { Building, Defense, Refinery }
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public enum WaterCheck { NotChecked, EnoughWater, NotEnoughWater, DontCheck }
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public static class AIUtils
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{
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public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
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{
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var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
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// TODO: Properly check building foundation rather than 3x3 area.
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return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
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.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
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Util.AdjacentCells(world, Target.FromCell(world, c))
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.All(ac => map.Contains(ac) && terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
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.Any(availableCells => availableCells > 0);
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}
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public static ILookup<string, ProductionQueue> FindQueuesByCategory(Player player)
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{
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return player.World.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == player && a.Trait.Enabled)
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.Select(a => a.Trait)
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.ToLookup(pq => pq.Info.Type);
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}
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public static int CountActorsWithNameAndTrait<T>(string actorName, Player owner)
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{
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return owner.World.ActorsHavingTrait<T>().Count(a => a.Owner == owner && a.Info.Name == actorName);
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}
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public static int CountActorByCommonName<TTraitInfo>(
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ActorIndex.OwnerAndNamesAndTrait<TTraitInfo> actorIndex) where TTraitInfo : ITraitInfoInterface
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{
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return actorIndex.Actors.Count(a => !a.IsDead);
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}
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public static void BotDebug(string format, params object[] args)
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{
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if (Game.Settings.Debug.BotDebug)
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TextNotificationsManager.Debug(format, args);
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}
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public static IEnumerable<Order> ClearBlockersOrders(List<CPos> tiles, Player owner, Actor ignoreActor = null)
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{
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var world = owner.World;
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var adjacentTiles = Util.ExpandFootprint(tiles, true).Except(tiles)
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.Where(world.Map.Contains).ToList();
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var blockers = tiles.SelectMany(world.ActorMap.GetActorsAt)
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.Where(a => a.Owner == owner && a.IsIdle && (ignoreActor == null || a != ignoreActor))
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.Select(a => new TraitPair<IMove>(a, a.TraitOrDefault<IMove>()))
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.Where(x => x.Trait != null);
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foreach (var blocker in blockers)
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{
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CPos moveCell;
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if (blocker.Trait is Mobile mobile)
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{
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var availableCells = adjacentTiles.Where(t => mobile.CanEnterCell(t)).ToList();
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if (availableCells.Count == 0)
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continue;
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moveCell = blocker.Actor.ClosestCell(availableCells);
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}
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else if (blocker.Trait is Aircraft)
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moveCell = blocker.Actor.Location;
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else
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continue;
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yield return new Order("Move", blocker.Actor, Target.FromCell(world, moveCell), false)
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{
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SuppressVisualFeedback = true
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};
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}
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}
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}
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}
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