C# 클래스 OpenRA.Mods.Common.AI.HackyAI

상속: ITick, IBot, INotifyDamage
파일 보기 프로젝트 열기: cjshmyr/OpenRA 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Info HackyAIInfo
IsEnabled bool
Squads List
World World

Private Properties

프로퍼티 타입 설명
ChooseEnemyTarget Actor
ChooseRallyLocationNear CPos
ChooseRandomUnitToBuild ActorInfo
ChooseUnitToBuild ActorInfo
CountBuilding int
CountBuildingByCommonName int
CountUnits int
FindClosestEnemy Actor
FindClosestEnemy Actor
FindCoarseAttackLocationToSupportPower CPos?
FindEnemyConstructionYards List
FindFineAttackLocationToSupportPower CPos?
FindNextResource CPos
FindQueues IEnumerable
GetSquadOfType Squad
HasAdequateAirUnitReloadBuildings bool
IsRallyPointValid bool
RegisterNewSquad Squad

공개 메소드들

메소드 설명
Activate ( Player p ) : void
AssignRolesToIdleUnits ( Actor self ) : void
BotDebug ( string s ) : void
BuildUnit ( string category, bool buildRandom ) : void
BuildUnit ( string category, string name ) : void
ChooseBuildLocation ( string actorType, bool distanceToBaseIsImportant, BuildingType type ) : CPos?
CleanSquads ( ) : void
CloseEnoughToWater ( ) : bool
CreateAttackForce ( ) : void
Damaged ( Actor self, OpenRA.Traits.AttackInfo e ) : void
EnoughWaterToBuildNaval ( ) : bool
FindAndDeployBackupMcv ( Actor self ) : void
FindNewUnits ( Actor self ) : void
GetInfoByCommonName ( HashSet names, Player owner ) : ActorInfo
GetRandomBaseCenter ( ) : CPos
GiveOrdersToIdleHarvesters ( ) : void
HackyAI ( HackyAIInfo info, ActorInitializer init ) : System
HasAdequateFact ( ) : bool
HasAdequateProc ( ) : bool
HasMinimumProc ( ) : bool
InitializeBase ( Actor self ) : void
ProductionUnits ( Actor self ) : void
ProtectOwn ( Actor attacker ) : void
QueueOrder ( Order order ) : void
SetRallyPointsForNewProductionBuildings ( Actor self ) : void
Tick ( Actor self ) : void
TryToRushAttack ( ) : void
TryToUseSupportPower ( Actor self ) : void

비공개 메소드들

메소드 설명
ChooseEnemyTarget ( ) : Actor
ChooseRallyLocationNear ( Actor producer ) : CPos
ChooseRandomUnitToBuild ( ProductionQueue queue ) : ActorInfo
ChooseUnitToBuild ( ProductionQueue queue ) : ActorInfo
CountBuilding ( string frac, Player owner ) : int
CountBuildingByCommonName ( HashSet buildings, Player owner ) : int
CountUnits ( string unit, Player owner ) : int
FindClosestEnemy ( WPos pos ) : Actor
FindClosestEnemy ( WPos pos, WDist radius ) : Actor
FindCoarseAttackLocationToSupportPower ( SupportPowerInstance readyPower ) : CPos?

Scans the map in chunks, evaluating all actors in each.

FindEnemyConstructionYards ( ) : List
FindFineAttackLocationToSupportPower ( SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1 ) : CPos?

Detail scans an area, evaluating positions.

FindNextResource ( Actor harvester ) : CPos
FindQueues ( string category ) : IEnumerable
GetSquadOfType ( SquadType type ) : Squad
HasAdequateAirUnitReloadBuildings ( ActorInfo actorInfo ) : bool
IsRallyPointValid ( CPos x, OpenRA.Traits.BuildingInfo info ) : bool
RegisterNewSquad ( SquadType type, Actor target = null ) : Squad

메소드 상세

Activate() 공개 메소드

public Activate ( Player p ) : void
p Player
리턴 void

AssignRolesToIdleUnits() 공개 메소드

public AssignRolesToIdleUnits ( Actor self ) : void
self Actor
리턴 void

BotDebug() 공개 정적인 메소드

public static BotDebug ( string s ) : void
s string
리턴 void

BuildUnit() 공개 메소드

public BuildUnit ( string category, bool buildRandom ) : void
category string
buildRandom bool
리턴 void

BuildUnit() 공개 메소드

public BuildUnit ( string category, string name ) : void
category string
name string
리턴 void

ChooseBuildLocation() 공개 메소드

public ChooseBuildLocation ( string actorType, bool distanceToBaseIsImportant, BuildingType type ) : CPos?
actorType string
distanceToBaseIsImportant bool
type BuildingType
리턴 CPos?

CleanSquads() 공개 메소드

public CleanSquads ( ) : void
리턴 void

CloseEnoughToWater() 공개 메소드

public CloseEnoughToWater ( ) : bool
리턴 bool

CreateAttackForce() 공개 메소드

public CreateAttackForce ( ) : void
리턴 void

Damaged() 공개 메소드

public Damaged ( Actor self, OpenRA.Traits.AttackInfo e ) : void
self Actor
e OpenRA.Traits.AttackInfo
리턴 void

EnoughWaterToBuildNaval() 공개 메소드

public EnoughWaterToBuildNaval ( ) : bool
리턴 bool

FindAndDeployBackupMcv() 공개 메소드

public FindAndDeployBackupMcv ( Actor self ) : void
self Actor
리턴 void

FindNewUnits() 공개 메소드

public FindNewUnits ( Actor self ) : void
self Actor
리턴 void

GetInfoByCommonName() 공개 메소드

public GetInfoByCommonName ( HashSet names, Player owner ) : ActorInfo
names HashSet
owner Player
리턴 ActorInfo

GetRandomBaseCenter() 공개 메소드

public GetRandomBaseCenter ( ) : CPos
리턴 CPos

GiveOrdersToIdleHarvesters() 공개 메소드

public GiveOrdersToIdleHarvesters ( ) : void
리턴 void

HackyAI() 공개 메소드

public HackyAI ( HackyAIInfo info, ActorInitializer init ) : System
info HackyAIInfo
init ActorInitializer
리턴 System

HasAdequateFact() 공개 메소드

public HasAdequateFact ( ) : bool
리턴 bool

HasAdequateProc() 공개 메소드

public HasAdequateProc ( ) : bool
리턴 bool

HasMinimumProc() 공개 메소드

public HasMinimumProc ( ) : bool
리턴 bool

InitializeBase() 공개 메소드

public InitializeBase ( Actor self ) : void
self Actor
리턴 void

ProductionUnits() 공개 메소드

public ProductionUnits ( Actor self ) : void
self Actor
리턴 void

ProtectOwn() 공개 메소드

public ProtectOwn ( Actor attacker ) : void
attacker Actor
리턴 void

QueueOrder() 공개 메소드

public QueueOrder ( Order order ) : void
order Order
리턴 void

SetRallyPointsForNewProductionBuildings() 공개 메소드

public SetRallyPointsForNewProductionBuildings ( Actor self ) : void
self Actor
리턴 void

Tick() 공개 메소드

public Tick ( Actor self ) : void
self Actor
리턴 void

TryToRushAttack() 공개 메소드

public TryToRushAttack ( ) : void
리턴 void

TryToUseSupportPower() 공개 메소드

public TryToUseSupportPower ( Actor self ) : void
self Actor
리턴 void

프로퍼티 상세

Info 공개적으로 프로퍼티

public HackyAIInfo,OpenRA.Mods.Common.AI Info
리턴 HackyAIInfo

IsEnabled 공개적으로 프로퍼티

public bool IsEnabled
리턴 bool

Squads 공개적으로 프로퍼티

public List Squads
리턴 List

World 공개적으로 프로퍼티

public World World
리턴 World