Files
OpenRA/OpenRA.Mods.RA/AI/States/StateBase.cs
2013-08-29 20:14:36 +12:00

110 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
//**********************************************************************************
// Squad AI States
/* Include general functional for all states */
abstract class StateBase
{
protected const int dangerRadius = 10;
protected virtual bool MayBeFlee(Squad owner, Func<List<Actor>, bool> flee)
{
if (!owner.IsValid)
return false;
var u = owner.units.Random(owner.random);
var units = owner.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(dangerRadius)).ToList();
var ownBaseBuildingAround = units.Where(unit => unit.Owner == owner.bot.p && unit.HasTrait<Building>()).ToList();
if (ownBaseBuildingAround.Count > 0) return false;
var enemyAroundUnit = units.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
if (!enemyAroundUnit.Any()) return false;
return flee(enemyAroundUnit);
}
protected static CPos? AverageUnitsPosition(List<Actor> units)
{
int x = 0;
int y = 0;
int countUnits = 0;
foreach (var u in units)
{
x += u.Location.X;
y += u.Location.Y;
countUnits++;
}
x = x / countUnits;
y = y / countUnits;
return (x != 0 && y != 0) ? new CPos?(new CPos(x, y)) : null;
}
protected static void GoToRandomOwnBuilding(Squad owner)
{
var loc = RandomBuildingLocation(owner);
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
}
protected static CPos RandomBuildingLocation(Squad owner)
{
var location = owner.bot.baseCenter;
var buildings = owner.world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner.bot.p).Select(a => a.Actor).ToArray();
if (buildings.Length > 0)
location = buildings.Random(owner.random).Location;
return location;
}
protected static bool BusyAttack(Actor a)
{
if (!a.IsIdle)
if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
a.GetCurrentActivity().GetType() == typeof(FlyAttack) ||
(a.GetCurrentActivity().NextActivity != null &&
(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
a.GetCurrentActivity().NextActivity.GetType() == typeof(FlyAttack)) )
)
return true;
return false;
}
protected static bool CanAttackTarget(Actor a, Actor target)
{
if (!a.HasTrait<AttackBase>())
return false;
var targetable = target.TraitOrDefault<ITargetable>();
if (targetable == null)
return false;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
if (arm.Weapon.ValidTargets.Intersect(targetable.TargetTypes) != null)
return true;
return false;
}
}
}