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

97 lines
2.7 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
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
abstract class StateBase
{
protected const int DangerRadius = 10;
protected static void GoToRandomOwnBuilding(Squad squad)
{
var loc = RandomBuildingLocation(squad);
foreach (var a in squad.Units)
squad.World.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
}
protected static CPos RandomBuildingLocation(Squad squad)
{
var location = squad.Bot.BaseCenter;
var buildings = squad.World.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == squad.Bot.Player).Select(a => a.Actor).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 type = a.GetCurrentActivity().GetType();
if (type == typeof(Attack) || type == typeof(FlyAttack))
return true;
var next = a.GetCurrentActivity().NextActivity;
if (next == null)
return false;
var nextType = a.GetCurrentActivity().NextActivity.GetType();
if (nextType == typeof(Attack) || nextType == typeof(FlyAttack))
return true;
return false;
}
protected static bool CanAttackTarget(Actor a, Actor target)
{
if (!a.HasTrait<AttackBase>())
return false;
var targetable = target.TraitOrDefault<ITargetable>();
if (targetable == null)
return false;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
if (arm.Weapon.ValidTargets.Intersect(targetable.TargetTypes).Any())
return true;
return false;
}
protected virtual bool ShouldFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
{
if (!squad.IsValid)
return false;
var u = squad.Units.Random(squad.Random);
var units = squad.World.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList();
var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.Bot.Player && unit.HasTrait<Building>());
if (ownBaseBuildingAround.Any())
return false;
var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
if (!enemyAroundUnit.Any())
return false;
return flee(enemyAroundUnit);
}
}
}