Files
OpenRA/OpenRA.Mods.Common/AI/States/ProtectionStates.cs
2015-02-09 16:57:29 +02:00

63 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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
namespace OpenRA.Mods.Common.AI
{
class UnitsForProtectionIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
public void Deactivate(Squad owner) { }
}
class UnitsForProtectionAttackState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.TargetIsValid)
{
owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
if (owner.TargetActor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
return;
}
}
foreach (var a in owner.Units)
owner.World.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
}
public void Deactivate(Squad owner) { }
}
class UnitsForProtectionFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}