Files
OpenRA/OpenRA.Mods.Common/AIUtils.cs
2020-10-10 11:44:43 +02:00

84 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public enum BuildingType { Building, Defense, Refinery }
public enum WaterCheck { NotChecked, EnoughWater, NotEnoughWater, DontCheck }
public static class AIUtils
{
public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
{
var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
// TODO: Properly check building foundation rather than 3x3 area.
return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
Util.AdjacentCells(world, Target.FromCell(world, c))
.All(ac => terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
.Any(availableCells => availableCells > 0);
}
public static IEnumerable<ProductionQueue> FindQueues(Player player, string category)
{
return player.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category && a.Trait.Enabled)
.Select(a => a.Trait);
}
public static IEnumerable<Actor> GetActorsWithTrait<T>(World world)
{
return world.ActorsHavingTrait<T>();
}
public static int CountActorsWithTrait<T>(string actorName, Player owner)
{
return GetActorsWithTrait<T>(owner.World).Count(a => a.Owner == owner && a.Info.Name == actorName);
}
public static int CountActorByCommonName(HashSet<string> commonNames, Player owner)
{
return owner.World.Actors.Count(a => !a.IsDead && a.Owner == owner &&
commonNames.Contains(a.Info.Name));
}
public static int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
{
return GetActorsWithTrait<Building>(owner.World)
.Count(a => a.Owner == owner && buildings.Contains(a.Info.Name));
}
public static List<Actor> FindEnemiesByCommonName(HashSet<string> commonNames, Player player)
{
return player.World.Actors.Where(a => !a.IsDead && player.Stances[a.Owner] == Stance.Enemy &&
commonNames.Contains(a.Info.Name)).ToList();
}
public static ActorInfo GetInfoByCommonName(HashSet<string> names, Player owner)
{
return owner.World.Map.Rules.Actors.Where(k => names.Contains(k.Key)).Random(owner.World.LocalRandom).Value;
}
public static void BotDebug(string s, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
Game.Debug(s, args);
}
}
}