Files
OpenRA/OpenRA.Mods.Common/AIUtils.cs
2023-08-26 20:43:50 +03:00

118 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public enum BuildingType { Building, Defense, Refinery }
public enum WaterCheck { NotChecked, EnoughWater, NotEnoughWater, DontCheck }
public static class AIUtils
{
public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
{
var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
// TODO: Properly check building foundation rather than 3x3 area.
return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
Util.AdjacentCells(world, Target.FromCell(world, c))
.All(ac => map.Contains(ac) && terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
.Any(availableCells => availableCells > 0);
}
public static IEnumerable<ProductionQueue> FindQueues(Player player, string category)
{
return player.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category && a.Trait.Enabled)
.Select(a => a.Trait);
}
public static IEnumerable<Actor> GetActorsWithTrait<T>(World world)
{
return world.ActorsHavingTrait<T>();
}
public static int CountActorsWithTrait<T>(string actorName, Player owner)
{
return GetActorsWithTrait<T>(owner.World).Count(a => a.Owner == owner && a.Info.Name == actorName);
}
public static int CountActorByCommonName(HashSet<string> commonNames, Player owner)
{
return owner.World.Actors.Count(a => !a.IsDead && a.Owner == owner &&
commonNames.Contains(a.Info.Name));
}
public static int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
{
return GetActorsWithTrait<Building>(owner.World)
.Count(a => a.Owner == owner && buildings.Contains(a.Info.Name));
}
public static List<Actor> FindEnemiesByCommonName(HashSet<string> commonNames, Player player)
{
return player.World.Actors.Where(a => !a.IsDead && player.RelationshipWith(a.Owner) == PlayerRelationship.Enemy &&
commonNames.Contains(a.Info.Name)).ToList();
}
public static ActorInfo GetInfoByCommonName(HashSet<string> names, Player owner)
{
return owner.World.Map.Rules.Actors.Where(k => names.Contains(k.Key)).Random(owner.World.LocalRandom).Value;
}
public static void BotDebug(string format, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
TextNotificationsManager.Debug(format, args);
}
public static IEnumerable<Order> ClearBlockersOrders(IEnumerable<CPos> tiles, Player owner, Actor ignoreActor = null)
{
var world = owner.World;
var adjacentTiles = Util.ExpandFootprint(tiles, true).Except(tiles)
.Where(world.Map.Contains).ToList();
var blockers = tiles.SelectMany(world.ActorMap.GetActorsAt)
.Where(a => a.Owner == owner && a.IsIdle && (ignoreActor == null || a != ignoreActor))
.Select(a => new TraitPair<IMove>(a, a.TraitOrDefault<IMove>()))
.Where(x => x.Trait != null);
foreach (var blocker in blockers)
{
CPos moveCell;
if (blocker.Trait is Mobile mobile)
{
var availableCells = adjacentTiles.Where(t => mobile.CanEnterCell(t)).ToList();
if (availableCells.Count == 0)
continue;
moveCell = blocker.Actor.ClosestCell(availableCells);
}
else if (blocker.Trait is Aircraft)
moveCell = blocker.Actor.Location;
else
continue;
yield return new Order("Move", blocker.Actor, Target.FromCell(world, moveCell), false)
{
SuppressVisualFeedback = true
};
}
}
}
}