171 lines
4.7 KiB
C#
171 lines
4.7 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.Linq;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA.AI
|
|
{
|
|
abstract class GroundStateBase : StateBase
|
|
{
|
|
protected virtual bool ShouldFlee(Squad owner)
|
|
{
|
|
return base.ShouldFlee(owner, enemies => !owner.attackOrFleeFuzzy.CanAttack(owner.units, enemies));
|
|
}
|
|
}
|
|
|
|
class GroundUnitsIdleState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.TargetIsValid)
|
|
{
|
|
var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().CenterPosition);
|
|
if (t == null) return;
|
|
owner.Target = t;
|
|
}
|
|
|
|
var enemyUnits = owner.world.FindActorsInCircle(owner.Target.CenterPosition, WRange.FromCells(10))
|
|
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
|
|
|
|
if (enemyUnits.Any())
|
|
{
|
|
if (owner.attackOrFleeFuzzy.CanAttack(owner.units, enemyUnits))
|
|
{
|
|
foreach (var u in owner.units)
|
|
owner.world.IssueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.Target.Location });
|
|
|
|
// We have gathered sufficient units. Attack the nearest enemy unit.
|
|
owner.fsm.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
|
|
return;
|
|
}
|
|
else
|
|
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
|
|
}
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
class GroundUnitsAttackMoveState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.TargetIsValid)
|
|
{
|
|
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
|
|
if (closestEnemy != null)
|
|
owner.Target = closestEnemy;
|
|
else
|
|
{
|
|
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
var leader = owner.units.ClosestTo(owner.Target.CenterPosition);
|
|
if (leader == null)
|
|
return;
|
|
var ownUnits = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.units.Count) / 3)
|
|
.Where(a => a.Owner == owner.units.FirstOrDefault().Owner && owner.units.Contains(a)).ToList();
|
|
if (ownUnits.Count < owner.units.Count)
|
|
{
|
|
owner.world.IssueOrder(new Order("Stop", leader, false));
|
|
foreach (var unit in owner.units.Where(a => !ownUnits.Contains(a)))
|
|
owner.world.IssueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
|
|
}
|
|
else
|
|
{
|
|
var enemies = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
|
|
.Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
|
|
var enemynearby = enemies.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList();
|
|
if (enemynearby.Any())
|
|
{
|
|
owner.Target = enemynearby.ClosestTo(leader.CenterPosition);
|
|
owner.fsm.ChangeState(owner, new GroundUnitsAttackState(), true);
|
|
return;
|
|
}
|
|
else
|
|
foreach (var a in owner.units)
|
|
owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
|
|
}
|
|
|
|
if (ShouldFlee(owner))
|
|
{
|
|
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
class GroundUnitsAttackState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.TargetIsValid)
|
|
{
|
|
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
|
|
if (closestEnemy != null)
|
|
owner.Target = closestEnemy;
|
|
else
|
|
{
|
|
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
foreach (var a in owner.units)
|
|
if (!BusyAttack(a))
|
|
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterPosition) });
|
|
|
|
if (ShouldFlee(owner))
|
|
{
|
|
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
class GroundUnitsFleeState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
GoToRandomOwnBuilding(owner);
|
|
owner.fsm.ChangeState(owner, new GroundUnitsIdleState(), true);
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { owner.units.Clear(); }
|
|
}
|
|
}
|