Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/States/ProtectionStates.cs
let5sne.win10 9cf6ebb986
Some checks failed
Continuous Integration / Linux (.NET 8.0) (push) Has been cancelled
Continuous Integration / Windows (.NET 8.0) (push) Has been cancelled
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>
2026-01-10 21:46:54 +08:00

85 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
sealed class UnitsForProtectionIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState()); }
public void Deactivate(Squad owner) { }
}
sealed class UnitsForProtectionAttackState : GroundStateBase, IState
{
public const int BackoffTicks = 4;
internal int Backoff = BackoffTicks;
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
var leader = Leader(owner);
if (!owner.IsTargetValid(leader))
{
var target = owner.SquadManager.FindClosestEnemy(leader, WDist.FromCells(owner.SquadManager.Info.ProtectionScanRadius));
owner.SetActorToTarget(target);
if (target.Actor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState());
return;
}
}
owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
if (!owner.IsTargetVisible)
{
if (Backoff < 0)
{
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState());
Backoff = BackoffTicks;
return;
}
Backoff--;
}
else
{
Backoff = BackoffTicks;
}
}
public void Deactivate(Squad owner) { }
}
sealed class UnitsForProtectionFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState());
}
public void Deactivate(Squad owner) { owner.SquadManager.UnregisterSquad(owner); }
}
}