Exemple #1
0
        public float EvaluateUnit(AbstractActor unit)
        {
            var hostiles = AIUtil.HostilesToUnit(unit);

            if (hostiles.Count == 0)
            {
                return(float.MinValue);
            }

            var minDistance = float.MaxValue;

            foreach (var hostile in hostiles)
            {
                if (hostile.IsDead)
                {
                    continue;
                }

                var distance = Vector3.Distance(unit.CurrentPosition, hostile.CurrentPosition);
                minDistance = Mathf.Min(minDistance, distance);
            }

            // ReSharper disable once CompareOfFloatsByEqualityOperator
            if (minDistance == float.MaxValue)
            {
                return(float.MinValue);
            }

            return(minDistance);
        }
 public static bool Prefix(AITeam __instance, List <AbstractActor> unusedUnits, ref AbstractActor __result)
 {
     try {
         if (!__instance.CanEntireEnemyTeamBeGhosted())
         {
             __result = null;
             return(false);
         }
         AbstractActor result      = (AbstractActor)null;
         float         minDistance = float.MaxValue;
         for (int index1 = 0; index1 < unusedUnits.Count; ++index1)
         {
             AbstractActor        unusedUnit = unusedUnits[index1];
             List <AbstractActor> enemies    = AIUtil.HostilesToUnit(unusedUnit);
             AuraBubble           sensors    = unusedUnit.sensorAura();
             if (sensors == null)
             {
                 continue;
             }
             ;
             for (int index2 = 0; index2 < enemies.Count; ++index2)
             {
                 AbstractActor enemy = enemies[index2];
                 if (enemy.HasECMAbilityInstalled)
                 {
                     float floatVal     = unusedUnit.BehaviorTree.GetBehaviorVariableValue(BehaviorVariableName.Float_SignalInWeapRngWhenEnemyGhostedWithinMoveDistance).FloatVal;
                     float maxMoveDist  = Mathf.Lerp(unusedUnit.MaxWalkDistance, unusedUnit.MaxSprintDistance, floatVal);
                     float range        = sensors.collider.radius;
                     float needMoveDist = Vector3.Distance(unusedUnit.CurrentPosition, enemy.CurrentPosition) - range;
                     if ((double)needMoveDist <= (double)maxMoveDist && (double)needMoveDist < (double)minDistance)
                     {
                         result      = unusedUnit;
                         minDistance = needMoveDist;
                     }
                 }
             }
         }
         __result = result;
         return(false);
     }catch (Exception e) {
         Log.WriteCritical(e.ToString() + "\n");
         __result = null;
         return(false);
     }
 }