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

			if (!owner.TargetIsValid)
			{
				var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().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.Location });

					// 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);
			}
		}
Пример #2
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
                return;

            GoToRandomOwnBuilding(owner);
            owner.fsm.ChangeState(owner, new UnitsForProtectionIdleState(), true);
        }
Пример #3
0
		protected static CPos RandomBuildingLocation(Squad squad)
		{
			var location = squad.bot.baseCenter;
			var buildings = squad.world.ActorsWithTrait<Building>()
				.Where(a => a.Actor.Owner == squad.bot.p).Select(a => a.Actor).ToArray();
			if (buildings.Length > 0)
				location = buildings.Random(squad.random).Location;
			return location;
		}
Пример #4
0
		public void Tick(Squad owner)
		{
			if (!owner.IsValid)
				return;

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

			var 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.Location });
			}
			else
			{
				var enemies = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
					.Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
				var enemynearby = enemies.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;
			}
		}
Пример #5
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
                return;

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

            if (!NearToPosSafely(owner, owner.Target.CenterPosition))
            {
                owner.fsm.ChangeState(owner, new AirFleeState(), true);
                return;
            }

            foreach (var a in owner.units)
            {
                if (BusyAttack(a))
                    continue;

                if (!ReloadsAutomatically(a))
                {
                    if (!HasAmmo(a))
                    {
                        if (IsRearm(a))
                            continue;
                        owner.world.IssueOrder(new Order("ReturnToBase", a, false));
                        continue;
                    }

                    if (IsRearm(a))
                        continue;
                }

                if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
                    owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
            }
        }
Пример #6
0
		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.p && unit.HasTrait<Building>());
			if (ownBaseBuildingAround.Any())
				return false;

			var enemyAroundUnit = units.Where(unit => squad.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
			if (!enemyAroundUnit.Any())
				return false;

			return flee(enemyAroundUnit);
		}
Пример #7
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
                return;

            if (!owner.TargetIsValid)
            {
                owner.Target = owner.bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));

                if (owner.Target == null)
                {
                    owner.fsm.ChangeState(owner, new UnitsForProtectionFleeState(), true);
                    return;
                }
            }

            foreach (var a in owner.units)
                owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
        }
Пример #8
0
		protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
		{
			var world = owner.world;
			detectedEnemyTarget = null;
			var x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
			var y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;

			for (var i = 0; i < x; i += DangerRadius * 2)
			{
				for (var j = 0; j < y; j += DangerRadius * 2)
				{
					var pos = new CPos(i, j);
					if (NearToPosSafely(owner, owner.world.Map.CenterOfCell(pos), out detectedEnemyTarget))
					{
						if (needTarget && detectedEnemyTarget == null)
							continue;

						return pos;
					}
				}
			}

			return null;
		}
Пример #9
0
 protected static bool NearToPosSafely(Squad owner, WPos loc)
 {
     Actor a;
     return NearToPosSafely(owner, loc, out a);
 }
Пример #10
0
 protected static Actor FindDefenselessTarget(Squad owner)
 {
     Actor target = null;
     FindSafePlace(owner, out target, true);
     return target;
 }
Пример #11
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
                return;

            if (ShouldFlee(owner))
            {
                owner.fsm.ChangeState(owner, new AirFleeState(), true);
                return;
            }

            var e = FindDefenselessTarget(owner);
            if (e == null)
                return;

            owner.Target = e;
            owner.fsm.ChangeState(owner, new AirAttackState(), true);
        }
Пример #12
0
 public void Deactivate(Squad owner)
 {
 }
Пример #13
0
 public void Deactivate(Squad owner)
 {
 }
Пример #14
0
		protected virtual bool ShouldFlee(Squad owner)
		{
			return base.ShouldFlee(owner, enemies => !owner.attackOrFleeFuzzy.CanAttack(owner.units, enemies));
		}
Пример #15
0
		public void Deactivate(Squad owner) { owner.units.Clear(); }
Пример #16
0
		public void Tick(Squad owner)
		{
			if (!owner.IsValid)
				return;

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

			foreach (var a in owner.units)
				if (!BusyAttack(a))
					owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterPosition) });

			if (ShouldFlee(owner))
			{
				owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
				return;
			}
		}
Пример #17
0
 public void Tick(Squad owner)
 {
     owner.fsm.ChangeState(owner, new UnitsForProtectionAttackState(), true);
 }
Пример #18
0
 public void Activate(Squad owner)
 {
 }
Пример #19
0
        protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
        {
            detectedEnemyTarget = null;
            var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
                .Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();

            if (!unitsAroundPos.Any())
                return true;

            if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.units.Count)
            {
                detectedEnemyTarget = unitsAroundPos.Random(owner.random);
                return true;
            }

            return false;
        }
Пример #20
0
 public void Deactivate(Squad owner)
 {
     owner.units.Clear();
 }
Пример #21
0
 // Checks the number of anti air enemies around units
 protected virtual bool ShouldFlee(Squad owner)
 {
     return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.units.Count);
 }
Пример #22
0
		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 });
		}
Пример #23
0
 public void Activate(Squad owner)
 {
 }
Пример #24
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;
            }
        }
Пример #25
0
        public void Tick(Squad owner)
        {
            if (!owner.IsValid)
                return;

            foreach (var a in owner.units)
            {
                if (!ReloadsAutomatically(a) && !FullAmmo(a))
                {
                    if (IsRearm(a))
                        continue;

                    owner.world.IssueOrder(new Order("ReturnToBase", a, false));
                    continue;
                }

                owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
            }

            owner.fsm.ChangeState(owner, new AirIdleState(), true);
        }
Пример #26
0
 protected virtual bool ShouldFlee(Squad owner)
 {
     return(base.ShouldFlee(owner, enemies => !owner.attackOrFleeFuzzy.CanAttack(owner.units, enemies)));
 }