Move mine layer AI to common and polish.
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Gustas
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0528ef58b2
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2744b44d93
@@ -0,0 +1,358 @@
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Manages AI minelayer unit related with " + nameof(Minelayer) + " traits.",
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"When enemy damage AI's actors, the location of conflict will be recorded,",
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"If a location is a valid spot, it will add/merge to favorite location for usage later")]
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public class MinelayerBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Enemy target types to ignore when add the minefield location to conflict location.")]
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public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default;
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[Desc("Victim target types that considering conflict location as enemy location instead of victim location.")]
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public readonly BitSet<TargetableType> UseEnemyLocationTargetTypes = default;
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[ActorReference(typeof(MinelayerInfo))]
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[Desc("Actors with " + nameof(Minelayer) + "trait.")]
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public readonly HashSet<string> MinelayingActorTypes = default;
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[Desc("Find this amount of suitable actors and lay mine to a location.")]
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public readonly int MaxPerAssign = 1;
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[Desc("Scan suitable actors and target in this interval.")]
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public readonly int ScanTick = 320;
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[Desc("Radius per mine laying order.")]
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public readonly int MineFieldRadius = 1;
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[Desc("Minefield location is cancelled if those whose target type belong to allied nearby.")]
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public readonly BitSet<TargetableType> AwayFromAlliedTargetTypes = default;
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[Desc("Minefield location is cancelled if those whose target type belong to enemy nearby.")]
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public readonly BitSet<TargetableType> AwayFromEnemyTargetTypes = default;
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[Desc("Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype.",
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"In addition, if any emeny actor within this range and minefield location is not cancelled,",
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"minelayer will try lay mines at the 3/4 path to minefield location")]
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public readonly int AwayFromCellDistance = 9;
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[Desc("Merge conflict point minefield position to a favorite minefield position if within this range and closest.",
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"If favorite minefield positions is at the max of 5, we always merge it to closest regardless of this")]
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public readonly int FavoritePositionDistance = 6;
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public override object Create(ActorInitializer init) { return new MinelayerBotModule(init.Self, this); }
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}
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public class MinelayerBotModule : ConditionalTrait<MinelayerBotModuleInfo>, IBotTick, IBotRespondToAttack
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{
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const int MaxPositionCacheLength = 5;
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const int RepeatedAltertTicks = 40;
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readonly World world;
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readonly Player player;
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readonly Predicate<Actor> unitCannotBeOrdered;
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readonly Predicate<Actor> unitCannotBeOrderedOrIsBusy;
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readonly CPos?[] conflictPositionQueue;
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readonly CPos?[] favoritePositions;
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int minAssignRoleDelayTicks;
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int conflictPositionLength;
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int favoritePositionsLength;
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int currentFavoritePositionIndex;
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int alertedTicks;
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PathFinder pathFinder;
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public MinelayerBotModule(Actor self, MinelayerBotModuleInfo info)
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: base(info)
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{
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world = self.World;
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player = self.Owner;
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unitCannotBeOrdered = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != player;
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unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || !a.IsIdle;
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conflictPositionQueue = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
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favoritePositions = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
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}
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protected override void TraitEnabled(Actor self)
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{
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// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
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minAssignRoleDelayTicks = world.LocalRandom.Next(0, Info.ScanTick);
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alertedTicks = 0;
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conflictPositionLength = 0;
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favoritePositionsLength = 0;
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currentFavoritePositionIndex = 0;
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pathFinder = self.World.WorldActor.Trait<PathFinder>();
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}
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void IBotTick.BotTick(IBot bot)
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{
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if (alertedTicks > 0)
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alertedTicks--;
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if (--minAssignRoleDelayTicks <= 0)
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{
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minAssignRoleDelayTicks = Info.ScanTick;
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var minelayingPosition = CPos.Zero;
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var useFavoritePosition = false;
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var layMineOnHalfway = false;
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while (conflictPositionLength > 0)
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{
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minelayingPosition = conflictPositionQueue[0].Value;
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var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
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if (hasInvalidActors)
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DequeueFirstConflictPosition();
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else
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{
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layMineOnHalfway = hasEnemyNearby;
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break;
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}
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}
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TraitPair<Minelayer>[] minelayers = null;
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if (conflictPositionLength == 0)
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{
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// If enemy turtle themselves at base and we don't have valid position recorded,
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// we will try find a location that at the middle of pathfinding cells
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if (favoritePositionsLength == 0)
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{
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minelayers = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
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if (minelayers.Length == 0)
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return;
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var enemies = world.Actors.Where(a => IsPreferredEnemyUnit(a)).ToArray();
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if (enemies.Length == 0)
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return;
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var enemy = enemies.Random(world.LocalRandom);
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foreach (var minelayer in minelayers)
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{
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var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
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if (cells != null && !(cells.Count == 0))
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{
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AIUtils.BotDebug($"{player}: try find a location to lay mine.");
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EnqueueConflictPosition(cells[cells.Count / 2]);
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// We don't do other things in this tick, just find new location and abort
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return;
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}
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}
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return;
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}
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else
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{
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while (favoritePositionsLength > 0)
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{
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minelayingPosition = favoritePositions[currentFavoritePositionIndex].Value;
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var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
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if (hasInvalidActors)
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{
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DeleteCurrentFavoritePosition();
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if (favoritePositionsLength == 0)
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return;
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}
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else
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{
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layMineOnHalfway = hasEnemyNearby;
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useFavoritePosition = true;
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break;
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}
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}
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}
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}
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minelayers ??= world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
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if (minelayers.Length == 0)
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return;
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var orderedActors = new List<Actor>();
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foreach (var minelayer in minelayers)
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{
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var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
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if (cells != null && !(cells.Count == 0))
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{
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orderedActors.Add(minelayer.Actor);
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// if there is enemy actor nearby, we will try to lay mine on
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// 3/4 distance to desired position (the path cell is reversed)
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if (layMineOnHalfway)
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{
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minelayingPosition = cells[cells.Count * 1 / 4];
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layMineOnHalfway = false;
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}
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if (orderedActors.Count >= Info.MaxPerAssign)
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break;
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}
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}
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if (orderedActors.Count > 0)
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{
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if (useFavoritePosition)
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{
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AIUtils.BotDebug($"{player}: Use favorite position {minelayingPosition} at index {currentFavoritePositionIndex}");
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NextFavoritePositionIndex();
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}
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else
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{
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DequeueFirstConflictPosition();
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AddPositionToFavoritePositions(minelayingPosition);
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AIUtils.BotDebug($"{player}: Use in time conflict position {minelayingPosition}");
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}
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var vec = new CVec(Info.MineFieldRadius, Info.MineFieldRadius);
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bot.QueueOrder(new Order("PlaceMinefield", null, Target.FromCell(world, minelayingPosition + vec), false, groupedActors: orderedActors.ToArray()) { ExtraLocation = minelayingPosition - vec });
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bot.QueueOrder(new Order("Move", null, Target.FromCell(world, orderedActors.First().Location), true, groupedActors: orderedActors.ToArray()));
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}
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else
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{
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if (useFavoritePosition)
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DeleteCurrentFavoritePosition();
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else
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DequeueFirstConflictPosition();
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}
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}
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}
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void DequeueFirstConflictPosition()
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{
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for (var i = 1; i < conflictPositionLength; i++)
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conflictPositionQueue[i - 1] = conflictPositionQueue[i];
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conflictPositionQueue[conflictPositionLength - 1] = null;
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conflictPositionLength--;
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}
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void DeleteCurrentFavoritePosition()
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{
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for (var i = currentFavoritePositionIndex; i < favoritePositionsLength - 1; i++)
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favoritePositions[i] = favoritePositions[i + 1];
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favoritePositions[favoritePositionsLength - 1] = null;
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if (--favoritePositionsLength > 0)
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currentFavoritePositionIndex %= favoritePositionsLength;
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}
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void AddPositionToFavoritePositions(CPos cpos)
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{
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var favoriteDistSquare = Info.FavoritePositionDistance * Info.FavoritePositionDistance;
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var closestIndex = 0;
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var closestDistSquare = int.MaxValue;
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for (var i = 0; i < favoritePositionsLength; i++)
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{
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var lengthsquare = (favoritePositions[i].Value - cpos).LengthSquared;
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if (lengthsquare < closestDistSquare)
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{
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closestIndex = i;
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closestDistSquare = lengthsquare;
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}
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}
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// Add new if there is space
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if (closestDistSquare > favoriteDistSquare && favoritePositionsLength < favoritePositions.Length)
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{
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favoritePositions[favoritePositionsLength] = cpos;
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favoritePositionsLength++;
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}
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else
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{
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var pos = favoritePositions[closestIndex].Value;
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favoritePositions[closestIndex] = (pos - cpos) / 2 + cpos;
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}
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}
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void NextFavoritePositionIndex()
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{
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currentFavoritePositionIndex = (currentFavoritePositionIndex + 1) % favoritePositionsLength;
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}
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bool IsPreferredEnemyUnit(Actor actor)
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{
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if (actor == null || actor.IsDead || player.RelationshipWith(actor.Owner) != PlayerRelationship.Enemy || actor.Info.HasTraitInfo<HuskInfo>())
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return false;
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var targetTypes = actor.GetEnabledTargetTypes();
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return !targetTypes.IsEmpty && !targetTypes.Overlaps(Info.IgnoredEnemyTargetTypes);
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}
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(bool HasInvalidActors, bool HasEnemyNearby) HasInvalidActorInCircle(WPos pos, WDist dist)
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{
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var hasInvalidActor = false;
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var hasEnemyActor = false;
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hasInvalidActor = world.FindActorsInCircle(pos, dist).Any(actor =>
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{
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if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
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{
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var targetTypes = actor.GetEnabledTargetTypes();
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return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromAlliedTargetTypes);
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}
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if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
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{
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hasEnemyActor = true;
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var targetTypes = actor.GetEnabledTargetTypes();
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return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromEnemyTargetTypes);
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}
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return false;
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});
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return (hasInvalidActor, hasEnemyActor);
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}
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void EnqueueConflictPosition(CPos cell)
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{
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if (conflictPositionLength < MaxPositionCacheLength)
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{
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conflictPositionQueue[conflictPositionLength] = cell;
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conflictPositionLength++;
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}
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else
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conflictPositionQueue[MaxPositionCacheLength - 1] = cell;
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}
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void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
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{
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if (alertedTicks > 0 || !IsPreferredEnemyUnit(e.Attacker))
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return;
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alertedTicks = RepeatedAltertTicks;
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var hasInvalidActor = HasInvalidActorInCircle(self.CenterPosition, WDist.FromCells(Info.AwayFromCellDistance)).HasInvalidActors;
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if (hasInvalidActor)
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return;
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var targetTypes = self.GetEnabledTargetTypes();
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CPos pos;
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if (!targetTypes.IsEmpty && targetTypes.Overlaps(Info.UseEnemyLocationTargetTypes))
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pos = e.Attacker.Location;
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else
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pos = self.Location;
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EnqueueConflictPosition(pos);
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}
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}
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}
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