Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/States/StateBase.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

106 lines
2.9 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class StateBase
{
protected static void GoToRandomOwnBuilding(Squad squad)
{
var loc = RandomBuildingLocation(squad);
foreach (var a in squad.Units)
squad.Bot.QueueOrder(new Order("Move", a, Target.FromCell(squad.World, loc), false));
}
protected static CPos RandomBuildingLocation(Squad squad)
{
var location = squad.SquadManager.GetRandomBaseCenter();
var buildings = squad.World.ActorsHavingTrait<Building>()
.Where(a => a.Owner == squad.Bot.Player).ToList();
if (buildings.Count > 0)
location = buildings.Random(squad.Random).Location;
return location;
}
protected static bool BusyAttack(Actor a)
{
if (a.IsIdle)
return false;
var activity = a.CurrentActivity;
var type = activity.GetType();
if (type == typeof(Attack) || type == typeof(FlyAttack))
return true;
var next = activity.NextActivity;
if (next == null)
return false;
var nextType = next.GetType();
if (nextType == typeof(Attack) || nextType == typeof(FlyAttack))
return true;
return false;
}
protected static bool CanAttackTarget(Actor a, Actor target)
{
if (!a.Info.HasTraitInfo<AttackBaseInfo>())
return false;
var targetTypes = target.GetEnabledTargetTypes();
if (targetTypes.IsEmpty)
return false;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
{
if (arm.IsTraitDisabled)
continue;
if (arm.Weapon.IsValidTarget(targetTypes))
return true;
}
return false;
}
protected virtual bool ShouldFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
{
if (!squad.IsValid)
return false;
var randomSquadUnit = squad.Units.Random(squad.Random);
var dangerRadius = squad.SquadManager.Info.DangerScanRadius;
var units = squad.World.FindActorsInCircle(randomSquadUnit.CenterPosition, WDist.FromCells(dangerRadius)).ToList();
// If there are any own buildings within the DangerRadius, don't flee
// PERF: Avoid LINQ
foreach (var u in units)
if (u.Owner == squad.Bot.Player && u.Info.HasTraitInfo<BuildingInfo>())
return false;
var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>());
if (!enemyAroundUnit.Any())
return false;
return flee(enemyAroundUnit);
}
}
}