Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/Squad.cs
2022-05-28 00:35:10 -05:00

123 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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 => Units.Count > 0;
public Actor TargetActor
{
get => Target.Actor;
set => Target = Target.FromActor(value);
}
public bool IsTargetValid => Target.IsValidFor(Units.FirstOrDefault()) && !Target.Actor.Info.HasTraitInfo<HuskInfo>();
public bool IsTargetVisible => TargetActor.CanBeViewedByPlayer(Bot.Player);
public WPos CenterPosition { get { return Units.Select(u => u.CenterPosition).Average(); } }
public MiniYaml Serialize()
{
var nodes = new MiniYaml("", new List<MiniYamlNode>()
{
new MiniYamlNode("Type", FieldSaver.FormatValue(Type)),
new MiniYamlNode("Units", FieldSaver.FormatValue(Units.Select(a => a.ActorID).ToArray())),
});
if (Target.Type == TargetType.Actor)
nodes.Nodes.Add(new MiniYamlNode("Target", FieldSaver.FormatValue(Target.Actor.ActorID)));
return nodes;
}
public static Squad Deserialize(IBot bot, SquadManagerBotModule squadManager, MiniYaml yaml)
{
var type = SquadType.Rush;
Actor targetActor = null;
var typeNode = yaml.Nodes.FirstOrDefault(n => n.Key == "Type");
if (typeNode != null)
type = FieldLoader.GetValue<SquadType>("Type", typeNode.Value.Value);
var targetNode = yaml.Nodes.FirstOrDefault(n => n.Key == "Target");
if (targetNode != null)
targetActor = squadManager.World.GetActorById(FieldLoader.GetValue<uint>("ActiveUnits", targetNode.Value.Value));
var squad = new Squad(bot, squadManager, type, targetActor);
var unitsNode = yaml.Nodes.FirstOrDefault(n => n.Key == "Units");
if (unitsNode != null)
squad.Units.AddRange(FieldLoader.GetValue<uint[]>("Units", unitsNode.Value.Value)
.Select(a => squadManager.World.GetActorById(a)));
return squad;
}
}
}