Property | Type | Description | |
---|---|---|---|
Info | |||
IsEnabled | bool | ||
Squads | List |
||
World | World |
Property | Type | Description | |
---|---|---|---|
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 | |||
HasAdequateAirUnitReloadBuildings | bool | ||
IsRallyPointValid | bool | ||
RegisterNewSquad |
Method | Description | |
---|---|---|
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 |
||
GetRandomBaseCenter ( ) : CPos | ||
GiveOrdersToIdleHarvesters ( ) : void | ||
HackyAI ( |
||
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 |
Method | Description | |
---|---|---|
ChooseEnemyTarget ( ) : Actor | ||
ChooseRallyLocationNear ( Actor producer ) : CPos | ||
ChooseRandomUnitToBuild ( ProductionQueue queue ) : ActorInfo | ||
ChooseUnitToBuild ( ProductionQueue queue ) : ActorInfo | ||
CountBuilding ( string frac, Player owner ) : int | ||
CountBuildingByCommonName ( HashSet |
||
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 ) : |
||
HasAdequateAirUnitReloadBuildings ( ActorInfo actorInfo ) : bool | ||
IsRallyPointValid ( CPos x, OpenRA.Traits.BuildingInfo info ) : bool | ||
RegisterNewSquad ( SquadType type, Actor target = null ) : |
public AssignRolesToIdleUnits ( Actor self ) : void | ||
self | Actor | |
return | void |
public BuildUnit ( string category, bool buildRandom ) : void | ||
category | string | |
buildRandom | bool | |
return | void |
public BuildUnit ( string category, string name ) : void | ||
category | string | |
name | string | |
return | void |
public ChooseBuildLocation ( string actorType, bool distanceToBaseIsImportant, BuildingType type ) : CPos? | ||
actorType | string | |
distanceToBaseIsImportant | bool | |
type | BuildingType | |
return | CPos? |
public Damaged ( Actor self, OpenRA.Traits.AttackInfo e ) : void | ||
self | Actor | |
e | OpenRA.Traits.AttackInfo | |
return | void |
public FindAndDeployBackupMcv ( Actor self ) : void | ||
self | Actor | |
return | void |
public GetInfoByCommonName ( HashSet |
||
names | HashSet |
|
owner | Player | |
return | ActorInfo |
public HackyAI ( |
||
info | ||
init | ActorInitializer | |
return | System |
public SetRallyPointsForNewProductionBuildings ( Actor self ) : void | ||
self | Actor | |
return | void |
public TryToUseSupportPower ( Actor self ) : void | ||
self | Actor | |
return | void |