/
TactCampAI.galaxy
763 lines (649 loc) · 24.9 KB
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TactCampAI.galaxy
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//--------------------------------------------------------------------------------------------------
// *** Tactical Campaign AI ***
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
// *** SCV ***
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
void AIThinkSCV (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
abilcmd repaircmd;
// only used in campaign
ord = AICreateOrder(player, c_AB_Repair, 0);
repaircmd = OrderGetAbilityCommand (ord);
if (UnitCheckAbilCmdState(aiUnit, repaircmd, c_cmdStateIsAutoCast) == true) {
ord = OrderSetAutoCast(repaircmd, false);
if (UnitOrderIsValid(aiUnit, ord)) {
AICast(aiUnit, ord, c_noMarker, c_castHold);
return;
}
}
}
//--------------------------------------------------------------------------------------------------
// *** Odin ***
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
void AIThinkOdin (int player, unit aiUnit, unitgroup scanGroup) {
order ord = AICreateOrder(player, c_AB_OdinBarrage, 0);
order enemyOrd;
order curOrd;
point loc;
fixed barrageRadius = AIEffectFixed(player, c_EF_OdinBarrageArea, c_fieldAreaRadius0);
unitgroup threatGroup;
unitgroup barrageGroup;
unitgroup barrageThreatGroup;
unit unitToCheck;
int numPossibleThreats = 0;
int numActualThreats = 0;
int numPossibleThreatsInBarrage = 0;
int numActualThreatsInBarrage = 0;
if (!UnitOrderIsValid(aiUnit, ord)) {
return;
}
curOrd = UnitOrder(aiUnit, 0);
if ((curOrd != null) && !AIIsAttackOrder(curOrd)) {
// don't cast again if casting
return;
}
// Is there a threat in the area
threatGroup = UnitGroupFilterThreat(scanGroup, aiUnit, null, 0);
numPossibleThreats = UnitGroupCount(threatGroup, c_unitCountAll);
while (numPossibleThreats > 0) {
unitToCheck = UnitGroupUnit(threatGroup, numPossibleThreats);
numPossibleThreats = numPossibleThreats - 1;
enemyOrd = UnitOrder(unitToCheck, 0);
if (AIIsAttackOrder(enemyOrd) && OrderGetTargetUnit(enemyOrd) == aiUnit) {
numActualThreats = numActualThreats + 1;
}
}
loc = AIBestTargetPoint(
AIEffectGroup(player, c_EF_OdinBarrageArea, scanGroup),
3, // min hits
200, // damage base
3.0, // min score
barrageRadius,
UnitGetPosition(aiUnit),
AIAbilityFixed(player, c_AB_OdinBarrage, c_fieldRange0)+3,
c_unitAttributeNone
);
if (loc == null) {
return;
}
barrageGroup = UnitGroup(null, c_playerAny, RegionCircle(loc, barrageRadius), null, 0);
barrageThreatGroup = UnitGroupFilterThreat(barrageGroup, aiUnit, null, 0);
numPossibleThreatsInBarrage = UnitGroupCount(barrageThreatGroup, c_unitCountAll);
while (numPossibleThreatsInBarrage > 0) {
unitToCheck = UnitGroupUnit(barrageThreatGroup, numPossibleThreatsInBarrage);
numPossibleThreatsInBarrage = numPossibleThreatsInBarrage - 1;
enemyOrd = UnitOrder(unitToCheck, 0);
if (AIIsAttackOrder(enemyOrd) && OrderGetTargetUnit(enemyOrd) == aiUnit) {
numActualThreatsInBarrage = numActualThreatsInBarrage + 1;
}
}
if ((numActualThreats > numActualThreatsInBarrage*2) ) {
return; // too many threats not in the barrage
}
OrderSetTargetPoint(ord, loc);
AICast(aiUnit, ord, c_noMarker, c_castHold);
}
//--------------------------------------------------------------------------------------------------
void AIChannelOdin (int player, unit aiUnit, unitgroup scanGroup) {
order cancelOrd = AICreateOrder(player, c_AB_OdinBarrage, 1);
order curOrd;
abilcmd curAbilCmd;
point loc;
fixed barrageRadius = AIEffectFixed(player, c_EF_OdinBarrageArea, c_fieldAreaRadius0);
unit unitToCheck;
int loop = 0;
bool enemyInBarrage = false;
if (!UnitOrderIsValid(aiUnit, cancelOrd)) {
return;
}
curOrd = UnitOrder(aiUnit, 0);
if ((curOrd == null) && AIIsAttackOrder(curOrd)) {
return;
}
curAbilCmd = OrderGetAbilityCommand(curOrd);
if (AbilityCommandGetAbility(curAbilCmd) != c_AB_OdinBarrage ||
AbilityCommandGetCommand(curAbilCmd) != 0) {
return;
}
loc = OrderGetTargetPoint(curOrd);
loop = UnitGroupCount(scanGroup, c_unitCountAll);
while (loop > 0) {
unitToCheck = UnitGroupUnit(scanGroup, loop);
loop = loop - 1;
if (PointsInRange(UnitGetPosition(unitToCheck), loc, barrageRadius)) {
enemyInBarrage = true;
break;
}
}
if (enemyInBarrage) {
return;
}
// cast a cancel order to stop barraging the empty area
AICast(aiUnit, cancelOrd, c_noMarker, c_castHold);
}
//--------------------------------------------------------------------------------------------------
// *** Vulture ***
//--------------------------------------------------------------------------------------------------
const int c_mineCooldown = c_tactTimerFirst;
void AIThinkVulture (int player, unit aiUnit, unitgroup scanGroup) {
fixed cooldown;
order ord;
unitgroup enemyGroup;
if (AIPlayerDifficulty(player) < c_campAdvanced) {
return;
}
if (!AITactCooldownAllow(aiUnit, c_mineCooldown)) {
return;
}
enemyGroup = UnitGroupFilterThreat(scanGroup, aiUnit, null, 0);
enemyGroup = UnitGroupFilterPlane(scanGroup, c_planeGround, 0);
if (UnitGroupCount(enemyGroup, c_unitCountAlive) <= 0) {
return;
}
ord = AICreateOrder(player, c_AB_SpiderMine, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return;
}
if (AIPlayerDifficulty(player) < c_campExpert) {
cooldown = 5.0;
}
else {
cooldown = 3.0;
}
AICastCooldown(aiUnit, ord, c_noMarker, c_castHold, c_mineCooldown, cooldown);
}
//--------------------------------------------------------------------------------------------------
// *** Wraith ***
//--------------------------------------------------------------------------------------------------
//void AIThinkWraith (int player, unit aiUnit, unitgroup scanGroup) {
// order ord = AICreateOrder(player, c_AB_WraithCloak, 0);
// bool isCloaking = true;
//
// if (!UnitOrderIsValid(aiUnit, ord)) {
// ord = AICreateOrder(player, c_AB_WraithCloak, 1);
// if (!UnitOrderIsValid(aiUnit, ord)) {
// return;
// }
// isCloaking = false;
// }
//
// if (isCloaking != AICloakEvaluate(aiUnit, 125, 50, 10)) {
// return;
// }
// AICast(aiUnit, ord, c_noMarker, c_castHold);
//}
//--------------------------------------------------------------------------------------------------
// *** Loki ***
//--------------------------------------------------------------------------------------------------
const int c_lokiYamatoCooldown = c_tactTimerFirst;
const int c_lokiMissilesCooldown = c_tactTimerSecond;
order AIOrderLokiYamato (int player, unit aiUnit, unitgroup scanGroup, marker mark) {
order ord;
aifilter filter;
fixed damage;
unitgroup targetGroup;
if (AIPlayerDifficulty(player) < c_campAdvanced) {
return null;
}
// Only cast as part of an existing offensive.
//
if (!AIIsAttackOrder(UnitOrder(aiUnit, 0))) {
return null;
}
// See if this spell can be cast at all.
//
ord = AICreateOrder(player, c_AB_LokiYamato, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
damage = AIEffectFixed(player, c_EF_LokiYamatoDamage, c_fieldAmount);
// Search enemies for those with hit points closest to the damage yamato gun inflicts.
//
filter = AIFilter(player);
AISetFilterAlliance(filter, c_playerGroupEnemy);
AISetFilterLifePerMarker(filter, damage*0.5, mark);
AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage);
targetGroup = AIGetFilterGroup(filter, scanGroup);
if (targetGroup == null) {
return null;
}
return AIUnitGroupGetValidOrder(targetGroup, ord, aiUnit, c_backwards);
}
void AIThinkLoki (int player, unit aiUnit, unitgroup scanGroup) {
marker mark;
order ord;
fixed cooldown;
if (AIPlayerDifficulty(player) >= c_campAdvanced) {
if (AITactCooldownAllow(aiUnit, c_lokiMissilesCooldown)) {
// Loki Missile Pods located in TacticalData.xml / TargetFindData.xml
if (AIEvalTacticalData(aiUnit, null)) {
AISetCooldown(aiUnit, c_lokiMissilesCooldown, 5.0);
return;
}
}
}
if (!AITactCooldownAllow(aiUnit, c_lokiYamatoCooldown)) {
return;
}
// If we already have a yamato order, ignore new orders so that we do not count
// our own markers again.
if (UnitOrderHasAbil(aiUnit, c_AB_LokiYamato)) {
return;
}
mark = AIMarker(aiUnit, c_MK_Yamato);
ord = AIOrderLokiYamato(player, aiUnit, scanGroup, mark);
if (ord != null) {
if (AIIsCampaign(player) && AIPlayerDifficulty(player) < c_campExpert) {
cooldown = 8.0;
}
else {
cooldown = 5.0;
}
AICastCooldown(aiUnit, ord, mark, c_castHold, c_lokiYamatoCooldown, cooldown);
return;
}
}
//--------------------------------------------------------------------------------------------------
// *** Val03 Queen of Blades ***
//--------------------------------------------------------------------------------------------------
//const fixed c_campaignIndignationRange = 7;
//
//bool QoBIndignation (int player, unit aiUnit, unitgroup scanGroup) {
// order ord;
// int scanCount;
// unit unitToCheck;
// order enemyOrd;
// bool useIndignation = false;
//
// ord = AICreateOrder(player, c_AB_QoBIndignation, 0);
// if (!UnitOrderIsValid(aiUnit, ord)) {
// return false;
// }
//
// scanCount = UnitGroupCount(scanGroup, c_unitCountAll);
// while (scanCount > 0) {
// unitToCheck = UnitGroupUnit(scanGroup, scanCount);
// scanCount = scanCount - 1;
//
// if (PointsInRange(UnitGetPosition(aiUnit), UnitGetPosition(unitToCheck), c_campaignIndignationRange)) {
// useIndignation = true;
// break;
// }
//
// enemyOrd = UnitOrder(unitToCheck, 0);
// if (AIIsAttackOrder(enemyOrd) && OrderGetTargetUnit(enemyOrd) == aiUnit) {
// if (!UnitTypeTestFlag(UnitGetType(unitToCheck), c_unitFlagWorker)) {
// // a non-worker enemy unit is attacking us
// useIndignation = true;
// break;
// }
// }
// }
//
// if (!useIndignation) {
// return false;
// }
//
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return true;
//}
//--------------------------------------------------------------------------------------------------
bool QoBImplosion (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
int scanCount;
unit unitToCheck;
ord = AICreateOrder(player, c_AB_QoBImplosion, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return false;
}
scanCount = UnitGroupCount(scanGroup, c_unitCountAll);
while (scanCount > 0) {
unitToCheck = UnitGroupUnit(scanGroup, scanCount);
scanCount = scanCount - 1;
OrderSetTargetUnit(ord, unitToCheck);
if (UnitOrderIsValid(aiUnit, ord)) {
AICast(aiUnit, ord, c_noMarker, c_castHold);
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
bool QoBOmegaStorm (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
point loc;
ord = AICreateOrder(player, c_AB_QoBOmegaStorm, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return false;
}
loc = AIBestTargetPoint(
AIEffectGroup(player, c_EF_OmegaStormArea, scanGroup),
3, // min hits
40, // damage base
3.0, // min score
AIEffectFixed(player, c_EF_OmegaStormArea, c_fieldAreaRadius0),
UnitGetPosition(aiUnit),
AIAbilityFixed(player, c_AB_QoBOmegaStorm, c_fieldRange0),
c_unitAttributeNone
);
if (loc == null) {
return false;
}
OrderSetTargetPoint(ord, loc);
if (!UnitOrderIsValid(aiUnit, ord)) {
return false;
}
AICast(aiUnit, ord, c_noMarker, c_castRetreat);
return true;
}
//--------------------------------------------------------------------------------------------------
void AIThinkVal03QueenOfBlades (int player, unit aiUnit, unitgroup scanGroup) {
//if (QoBIndignation(player, aiUnit, scanGroup)) {
// return;
//}
if (QoBOmegaStorm(player, aiUnit, scanGroup)) {
return;
}
if (QoBImplosion(player, aiUnit, scanGroup)) {
return;
}
}
//--------------------------------------------------------------------------------------------------
// *** Leviathan ***
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
order BioPlasmidDischarge (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
aifilter filter;
fixed damage;
unitgroup targetGroup;
marker mark;
// See if this spell can be cast at all.
//
ord = AICreateOrder(player, c_AB_BioPlasmidDischarge, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
mark = AIMarker(aiUnit, c_MK_BioPlasmidDischarge);
damage = AIEffectFixed(player, c_EF_BioPlasmidDischargeDamage, c_fieldAmount);
// Search enemies for those with hit points closest to the damage BioPlasmidDischarge inflicts.
//
filter = AIFilter(player);
AISetFilterAlliance(filter, c_playerGroupEnemy);
AISetFilterBits(filter, UnitFilterStr("-;Missile,Self,Stasis,Dead,Hidden,Invulnerable"));
AISetFilterLifePerMarker(filter, damage, mark);
AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage);
targetGroup = AIGetFilterGroup(filter, scanGroup);
if (targetGroup == null) {
return null;
}
return AIUnitGroupGetValidOrder(targetGroup, ord, aiUnit, c_backwards);
}
//--------------------------------------------------------------------------------------------------
order BioStasis (int player, unit aiUnit, unitgroup scanGroup) {
point loc;
unitgroup statisGroup;
fixed range;
unitfilter f;
fixed allyEnemyRatio;
order ord;
ord = AITacticalOrder(player, aiUnit, c_AB_BioStasis);
if (ord == null) {
return null;
}
statisGroup = AIEffectGroup(player, c_EF_BioStatis, scanGroup);
range = AIAbilityFixed(player, c_AB_BioStasis, c_fieldRange0) + 1;
loc = AIBestTargetPoint(
statisGroup,
5, // min hits
40, // damage base
3.5, // score
AIEffectFixed(player, c_EF_BioStatis, c_fieldAreaRadius0),
UnitGetPosition(aiUnit),
range,
c_unitAttributeNone
);
if (loc == null) {
return null;
}
OrderSetTargetPoint(ord, loc);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
return ord;
}
//--------------------------------------------------------------------------------------------------
void AIThinkLeviathan (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
ord = BioPlasmidDischarge(player, aiUnit, scanGroup);
if (ord != null) {
AICast(aiUnit, ord, c_noMarker, c_castHold);
return;
}
ord = BioStasis(player, aiUnit, scanGroup);
if (ord != null) {
AICast(aiUnit, ord, c_noMarker, c_castHold);
return;
}
}
//--------------------------------------------------------------------------------------------------
// *** Hybrid (F) ***
//--------------------------------------------------------------------------------------------------
const int c_hybridFAoEStunMin = 4;
order HybridAoEStun (int player, unit aiUnit) {
order ord;
region enemyRegion;
unitfilter filter;
unitgroup enemyGroup;
aifilter enemyFilter;
bool airAllies;
ord = AICreateOrder(player, c_AB_HybridAoEStun, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
airAllies = AINearbyPlaneTest(UnitGetPosition(aiUnit), player, AIAbilityFixed(player, c_AB_HybridAoEStun, c_fieldRange0), c_planeAir, c_unitAllianceAlly);
filter = UnitFilterStr(AIEffectStr(player, c_EF_HybridStunArea, c_fieldFilters));
enemyRegion = RegionCircle(UnitGetPosition(aiUnit), AIEffectFixed(player, c_EF_HybridStunArea, c_fieldAreaRadius0));
enemyGroup = UnitGroupAlliance(player, c_unitAllianceEnemy, enemyRegion, filter, c_noMaxCount);
// Only include enemies that can attack our allies.
enemyFilter = AIFilter(player);
AISetFilterCanAttackAlly(enemyFilter, c_groundAlliesNearby, airAllies);
enemyGroup = AIGetFilterGroup(enemyFilter, enemyGroup);
if (UnitGroupCount(enemyGroup, c_unitCountAll) < c_hybridFAoEStunMin) {
return null;
}
return ord;
}
order ConsumeDNA (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
aifilter filter;
fixed damage;
unitgroup candidateGroup;
ord = AICreateOrder(player, c_AB_ConsumeDNA, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
// Use on the best target.
damage = AIEffectFixed(player, c_EF_ConsumeDNAPersistent, c_fieldPeriodCount) *
AIEffectFixed(player, c_EF_ConsumeDNADamage, c_fieldAmount)
;
filter = AIFilter(player);
AISetFilterBits(filter, UnitFilterStr(AIAbilityStr(player, c_AB_ConsumeDNA, c_fieldFilters)));
AISetFilterAlliance(filter, c_playerGroupEnemy);
AISetFilterRange(filter, aiUnit, AIAbilityFixed(player, c_AB_ConsumeDNA, c_fieldRange0));
AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage);
candidateGroup = AIGetFilterGroup(filter, scanGroup);
if (candidateGroup == null) {
return null;
}
return AIUnitGroupGetValidOrder(candidateGroup, ord, aiUnit, c_backwards);
}
//
//void AIThinkHybridF (int player, unit aiUnit, unitgroup scanGroup) {
// order ord;
//
// ord = HybridAoEStun(player, aiUnit);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//
// ord = ConsumeDNA(player, aiUnit, scanGroup);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//}
//--------------------------------------------------------------------------------------------------
// *** Hybrid (C) ***
//--------------------------------------------------------------------------------------------------
order GravitonPrison (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
unitfilter castFilter;
aifilter filter;
int numPotentialEnemies;
int prisonCount;
unitgroup enemyGroup;
int difficulty;
bool difficultyOrder;
region enemyRegion;
bool airAllies;
ord = AICreateOrder(player, c_AB_GravitonPrison, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
filter = AIFilter(player);
AISetFilterBits(filter, UnitFilterStr(AIAbilityStr(player, c_AB_GravitonPrison, c_fieldFilters)));
AISetFilterLife(filter, c_noMin, c_noMax);
// Check for air allies.
airAllies = AINearbyPlaneTest(UnitGetPosition(aiUnit), player, AIAbilityFixed(player, c_AB_GravitonPrison, c_fieldRange0), c_planeAir, c_unitAllianceAlly);
AISetFilterCanAttackAlly(filter, c_groundAlliesNearby, airAllies);
enemyGroup = AIGetFilterGroup(filter, scanGroup);
if (enemyGroup == null) {
return null;
}
// prison the units with the most life on hard/insane, least life on easy/beginner,
// random units on medium.
if (AICampSkirDiffTest(player, c_campExpert, c_skirVeryHard)) {
difficultyOrder = c_forwards;
}
else {
difficultyOrder = c_backwards;
}
return AIUnitGroupGetValidOrder(enemyGroup, ord, aiUnit, difficultyOrder);
}
order HybridBlink (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
ord = AICreateOrder(player, c_AB_HybridBlink, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
return null;
}
order PlasmaBlast (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
order returnOrd;
fixed damage;
aifilter filter;
unitgroup enemyGroup;
unitgroup nonHostileBuildings;
bool airAllies;
ord = AICreateOrder(player, c_AB_PlasmaBlast, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
// Only target buildings.
filter = AIFilter(player);
AISetFilterAlliance(filter, c_playerGroupEnemy);
AISetFilterBits(filter, UnitFilterStr("Structure;Construction,Missile,Self,Stasis,Dead,Hidden,Invulnerable"));
AISetFilterRange(filter, aiUnit, AIAbilityFixed(player, c_AB_PlasmaBlast, c_fieldRange0));
// Prefer buildings that attack us on hard/insane.
// Also, use on units with the best life on hard/insane, random life on medium/easy.
if (AICampSkirDiffTest(player, c_campExpert, c_skirVeryHard)) {
damage = AIEffectFixed(player, c_EF_PlasmaBlastDamage, c_fieldAmount);
AISetFilterLife(filter, damage*c_minDamageFraction, c_noMax);
AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage);
// Get the group with all buildings first in case the hostile building group has none.
nonHostileBuildings = AIGetFilterGroup(filter, scanGroup);
airAllies = AINearbyPlaneTest(UnitGetPosition(aiUnit), player, AIAbilityFixed(player, c_AB_PlasmaBlast, c_fieldRange0), c_planeAir, c_unitAllianceAlly);
AISetFilterCanAttackAlly(filter, c_groundAlliesNearby, airAllies);
}
enemyGroup = AIGetFilterGroup(filter, scanGroup);
if (enemyGroup != null) {
returnOrd = AIUnitGroupGetValidOrder(enemyGroup, ord, aiUnit, c_backwards);
if (returnOrd != null) {
return returnOrd;
}
}
if (nonHostileBuildings == null) {
return null;
}
return AIUnitGroupGetValidOrder(nonHostileBuildings, ord, aiUnit, c_backwards);
}
const int c_hybridCShockWaveMin = 4;
order PsionicShockwave (int player, unit aiUnit, unitgroup scanGroup) {
order ord;
region enemyRegion;
unitfilter filter;
unitgroup enemyGroup;
aifilter enemyFilter;
fixed psiShockRange;
bool airAllies;
ord = AICreateOrder(player, c_AB_PsionicShockwave, 0);
if (!UnitOrderIsValid(aiUnit, ord)) {
return null;
}
psiShockRange = ( AIEffectFixed(player, c_EF_PsionicShockWaveArea, c_fieldAreaRadius0) +
( AIEffectFixed(player, c_EF_PsionicShockWaveArea, c_fieldRadiusBonus0) *
AIEffectFixed(player, c_EF_ShockWavePersistent, c_fieldPeriodCount)) );
airAllies = AINearbyPlaneTest(UnitGetPosition(aiUnit), player, psiShockRange, c_planeAir, c_unitAllianceAlly);
filter = UnitFilterStr(AIEffectStr(player, c_EF_PsionicShockWaveArea, c_fieldFilters));
enemyRegion = RegionCircle(UnitGetPosition(aiUnit), psiShockRange);
enemyGroup = UnitGroupAlliance(player, c_unitAllianceEnemy, enemyRegion, filter, c_noMaxCount);
// Only care if there are enemies that attack our allies.
enemyFilter = AIFilter(player);
AISetFilterCanAttackAlly(enemyFilter, c_groundAlliesNearby, airAllies);
AISetFilterBehaviorCount(enemyFilter, c_noBehaviorMin, c_noBehaviorMax, c_BF_PsionicShockwave);
enemyGroup = AIGetFilterGroup(enemyFilter, enemyGroup);
if (AIIsCampaign(player) && UnitGroupCount(enemyGroup, c_unitCountAll) < c_hybridCShockWaveMin) {
return null;
}
return ord;
}
//
//void AIThinkHybridC (int player, unit aiUnit, unitgroup scanGroup) {
// order ord;
//
// Psionic Shockwave and Graviton Prison spells should not be casted from here because
// they require map specific validation.
//
// These should not modify scanGroup.
// ord = PsionicShockwave(player, aiUnit, scanGroup);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//
// ord = GravitonPrison(player, aiUnit, scanGroup);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//
// ord = PlasmaBlast(player, aiUnit, scanGroup);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//
// Commented out for now.
//
// ord = HybridBlink(player, aiUnit, scanGroup);
// if (ord != null) {
// AICast(aiUnit, ord, c_noMarker, c_castHold);
// return;
// }
//}