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OpenRA/OpenRA.Mods.RA/AI/Squad.cs
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Move VoxelNormalsPalette to TS
2014-12-14 15:39:38 +02:00

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C#

#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.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
public enum SquadType { Assault, Air, Rush, Protection }
public class Squad
{
public List<Actor> units = new List<Actor>();
public SquadType type;
internal World world;
internal HackyAI bot;
internal MersenneTwister random;
internal Target target;
internal StateMachine fsm;
internal AttackOrFleeFuzzy attackOrFleeFuzzy = new AttackOrFleeFuzzy();
public Squad(HackyAI bot, SquadType type) : this(bot, type, null) { }
public Squad(HackyAI bot, SquadType type, Actor target)
{
this.bot = bot;
this.world = bot.world;
this.random = bot.random;
this.type = type;
this.target = OpenRA.Traits.Target.FromActor(target);
fsm = new StateMachine();
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
fsm.ChangeState(this, new GroundUnitsIdleState(), true);
break;
case SquadType.Air:
fsm.ChangeState(this, new AirIdleState(), true);
break;
case SquadType.Protection:
fsm.ChangeState(this, new UnitsForProtectionIdleState(), true);
break;
}
}
public void Update()
{
if (IsValid)
fsm.Update(this);
}
public bool IsValid { get { return units.Any(); } }
public Actor Target
{
get { return target.Actor; }
set { target = OpenRA.Traits.Target.FromActor(value); }
}
public bool TargetIsValid
{
get { return target.IsValidFor(units.FirstOrDefault()) && !target.Actor.HasTrait<Husk>(); }
}
public WPos CenterPosition { get { return units.Select(u => u.CenterPosition).Average(); } }
}
}