Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/Squad.cs
reaperrr 54c2894b4e Split off last bot modules
And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
2018-12-31 10:56:01 +00:00

91 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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, 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.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
public enum SquadType { Assault, Air, Rush, Protection, Naval }
public class Squad
{
public List<Actor> Units = new List<Actor>();
public SquadType Type;
internal IBot Bot;
internal World World;
internal SquadManagerBotModule SquadManager;
internal MersenneTwister Random;
internal Target Target;
internal StateMachine FuzzyStateMachine;
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type) : this(bot, squadManager, type, null) { }
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type, Actor target)
{
Bot = bot;
SquadManager = squadManager;
World = bot.Player.PlayerActor.World;
Random = World.LocalRandom;
Type = type;
Target = Target.FromActor(target);
FuzzyStateMachine = new StateMachine();
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
FuzzyStateMachine.ChangeState(this, new GroundUnitsIdleState(), true);
break;
case SquadType.Air:
FuzzyStateMachine.ChangeState(this, new AirIdleState(), true);
break;
case SquadType.Protection:
FuzzyStateMachine.ChangeState(this, new UnitsForProtectionIdleState(), true);
break;
case SquadType.Naval:
FuzzyStateMachine.ChangeState(this, new NavyUnitsIdleState(), true);
break;
}
}
public void Update()
{
if (IsValid)
FuzzyStateMachine.Update(this);
}
public bool IsValid { get { return Units.Any(); } }
public Actor TargetActor
{
get { return Target.Actor; }
set { Target = Target.FromActor(value); }
}
public bool IsTargetValid
{
get { return Target.IsValidFor(Units.FirstOrDefault()) && !Target.Actor.Info.HasTraitInfo<HuskInfo>(); }
}
public bool IsTargetVisible
{
get { return TargetActor.CanBeViewedByPlayer(Bot.Player); }
}
public WPos CenterPosition { get { return Units.Select(u => u.CenterPosition).Average(); } }
}
}