Beispiel #1
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
            {
                return;
            }

            if (!owner.TargetIsValid)
            {
                var targeter     = owner.units.Random(owner.random);
                var closestEnemy = owner.bot.FindClosestEnemy(targeter, targeter.CenterPosition);
                if (closestEnemy != null)
                {
                    owner.Target = closestEnemy;
                }
                else
                {
                    owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
                    return;
                }
            }

            Actor 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.CenterPosition.ToCPos()
                    });
                }
            }
            else
            {
                var enemys = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
                             .Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
                var enemynearby = enemys.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;
            }
        }
Beispiel #2
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
            {
                return;
            }

            if (!owner.TargetIsValid)
            {
                var targeter = owner.units.First();
                var t        = owner.bot.FindClosestEnemy(targeter, targeter.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.CenterPosition.ToCPos()
                        });
                    }

                    // 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);
                }
            }
        }