Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Manages AI repairing base buildings.")]
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public class BuildingRepairBotModuleInfo : ConditionalTraitInfo
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{
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[Desc($"A delay (in ticks) of repair all actors with {nameof(RepairableBuilding)} periodically. Set it to -1 to disable it.")]
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public readonly int RepairAllBuildingsCoolDown = 107;
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public override object Create(ActorInitializer init) { return new BuildingRepairBotModule(this); }
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}
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public class BuildingRepairBotModule : ConditionalTrait<BuildingRepairBotModuleInfo>, IBotRespondToAttack
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{
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int prevTicks = 0;
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public BuildingRepairBotModule(BuildingRepairBotModuleInfo info)
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: base(info) { }
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void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
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{
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// Check all buildings for repair periodically.
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// We add a RepairAllCoolDown >= 0 for d2k bots to disable it.
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if (Info.RepairAllBuildingsCoolDown >= 0 && prevTicks + Info.RepairAllBuildingsCoolDown < bot.Player.World.WorldTick)
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{
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prevTicks = bot.Player.World.WorldTick;
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var reaprableBuildings = bot.Player.World.ActorsWithTrait<RepairableBuilding>()
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.Where(tp =>
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{
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if (tp.Actor.Owner != bot.Player)
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return false;
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var health = tp.Actor.TraitOrDefault<Health>();
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if (health == null || health.DamageState <= DamageState.Undamaged || health.DamageState == DamageState.Dead)
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return false;
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return !tp.Trait.RepairActive;
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});
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foreach (var tp in reaprableBuildings)
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bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(tp.Actor), false));
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return;
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}
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// Check if the attacked building needs repair.
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// HACK: We don't want D2k bots to repair all their buildings on placement
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// where half their HP is removed via neutral terrain damage.
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// TODO: Implement concrete placement for D2k bots and remove this hack on players relationship check.
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if (self.IsDead || self.Owner.RelationshipWith(e.Attacker.Owner) == PlayerRelationship.Neutral)
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return;
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var rb = self.TraitOrDefault<RepairableBuilding>();
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if (rb != null && e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive)
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{
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AIUtils.BotDebug("{0} noticed damage {1} {2}->{3}, repairing.",
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self.Owner, self, e.PreviousDamageState, e.DamageState);
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bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false));
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}
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}
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}
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}
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