Move mine layer AI to common and polish.

This commit is contained in:
Matthias Mailänder
2023-08-08 16:20:34 +02:00
committed by Gustas
parent 0528ef58b2
commit 2744b44d93
2 changed files with 48 additions and 51 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
* 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
@@ -12,17 +12,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI minelayer unit related with Minelayer traits.",
[Desc("Manages AI minelayer unit related with " + nameof(Minelayer) + " traits.",
"When enemy damage AI's actors, the location of conflict will be recorded,",
"If a location is confirmed as can lay mine, it will add/merge to favorite location for usage later")]
"If a location is a valid spot, it will add/merge to favorite location for usage later")]
public class MinelayerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Enemy target types to ignore when add the minefield location to conflict location.")]
@@ -31,16 +28,17 @@ namespace OpenRA.Mods.Cnc.Traits
[Desc("Victim target types that considering conflict location as enemy location instead of victim location.")]
public readonly BitSet<TargetableType> UseEnemyLocationTargetTypes = default;
[Desc("Actor types that used for mine laying, must have Minelayer.")]
public readonly HashSet<string> Minelayers = default;
[ActorReference(typeof(MinelayerInfo))]
[Desc("Actors with " + nameof(Minelayer) + "trait.")]
public readonly HashSet<string> MinelayingActorTypes = default;
[Desc("Find this amount of suitable actors and lay mine to a location.")]
public readonly int MaxMinelayersPerAssign = 1;
public readonly int MaxPerAssign = 1;
[Desc("Scan suitable actors and target in this interval.")]
public readonly int ScanTick = 331;
public readonly int ScanTick = 320;
[Desc("Minelayer radius.")]
[Desc("Radius per mine laying order.")]
public readonly int MineFieldRadius = 1;
[Desc("Minefield location is cancelled if those whose target type belong to allied nearby.")]
@@ -87,7 +85,7 @@ namespace OpenRA.Mods.Cnc.Traits
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != player;
unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || (!a.IsIdle && !(a.CurrentActivity is FlyIdle));
unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || !a.IsIdle;
conflictPositionQueue = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
favoritePositions = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
}
@@ -119,17 +117,17 @@ namespace OpenRA.Mods.Cnc.Traits
while (conflictPositionLength > 0)
{
minelayingPosition = conflictPositionQueue[0].Value;
var check = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (check.hasInvalidActors)
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
DequeueFirstConflictPosition();
else
{
layMineOnHalfway = check.hasEnemyNearby;
layMineOnHalfway = hasEnemyNearby;
break;
}
}
TraitPair<Minelayer>[] ats = null;
TraitPair<Minelayer>[] minelayers = null;
if (conflictPositionLength == 0)
{
@@ -137,8 +135,8 @@ namespace OpenRA.Mods.Cnc.Traits
// we will try find a location that at the middle of pathfinding cells
if (favoritePositionsLength == 0)
{
ats = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (ats.Length == 0)
minelayers = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (minelayers.Length == 0)
return;
var enemies = world.Actors.Where(a => IsPreferredEnemyUnit(a)).ToArray();
@@ -147,12 +145,12 @@ namespace OpenRA.Mods.Cnc.Traits
var enemy = enemies.Random(world.LocalRandom);
foreach (var at in ats)
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(at.Actor, new[] { at.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
if (cells != null && !(cells.Count == 0))
{
AIUtils.BotDebug("AI ({0}): try find a location to lay mine.", player.ClientIndex);
AIUtils.BotDebug($"{player}: try find a location to lay mine.");
EnqueueConflictPosition(cells[cells.Count / 2]);
// We don't do other things in this tick, just find new location and abort
@@ -167,8 +165,8 @@ namespace OpenRA.Mods.Cnc.Traits
while (favoritePositionsLength > 0)
{
minelayingPosition = favoritePositions[currentFavoritePositionIndex].Value;
var check = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (check.hasInvalidActors)
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
{
DeleteCurrentFavoritePosition();
if (favoritePositionsLength == 0)
@@ -176,7 +174,7 @@ namespace OpenRA.Mods.Cnc.Traits
}
else
{
layMineOnHalfway = check.hasEnemyNearby;
layMineOnHalfway = hasEnemyNearby;
useFavoritePosition = true;
break;
}
@@ -184,20 +182,19 @@ namespace OpenRA.Mods.Cnc.Traits
}
}
if (ats == null)
ats = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
minelayers ??= world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (ats.Length == 0)
if (minelayers.Length == 0)
return;
var orderedActors = new List<Actor>();
foreach (var at in ats)
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(at.Actor, new[] { at.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
if (cells != null && !(cells.Count == 0))
{
orderedActors.Add(at.Actor);
orderedActors.Add(minelayer.Actor);
// if there is enemy actor nearby, we will try to lay mine on
// 3/4 distance to desired position (the path cell is reversed)
@@ -207,7 +204,7 @@ namespace OpenRA.Mods.Cnc.Traits
layMineOnHalfway = false;
}
if (orderedActors.Count >= Info.MaxMinelayersPerAssign)
if (orderedActors.Count >= Info.MaxPerAssign)
break;
}
}
@@ -216,14 +213,14 @@ namespace OpenRA.Mods.Cnc.Traits
{
if (useFavoritePosition)
{
AIUtils.BotDebug("AI ({0}): Use favorite position {1} at index {2}", player.ClientIndex, minelayingPosition, currentFavoritePositionIndex);
AIUtils.BotDebug($"{player}: Use favorite position {minelayingPosition} at index {currentFavoritePositionIndex}");
NextFavoritePositionIndex();
}
else
{
DequeueFirstConflictPosition();
AddPositionToFavoritePositions(minelayingPosition);
AIUtils.BotDebug("AI ({0}): Use in time conflict position {1}", player.ClientIndex, minelayingPosition);
AIUtils.BotDebug($"{player}: Use in time conflict position {minelayingPosition}");
}
var vec = new CVec(Info.MineFieldRadius, Info.MineFieldRadius);
@@ -244,6 +241,7 @@ namespace OpenRA.Mods.Cnc.Traits
{
for (var i = 1; i < conflictPositionLength; i++)
conflictPositionQueue[i - 1] = conflictPositionQueue[i];
conflictPositionQueue[conflictPositionLength - 1] = null;
conflictPositionLength--;
}
@@ -255,7 +253,7 @@ namespace OpenRA.Mods.Cnc.Traits
favoritePositions[favoritePositionsLength - 1] = null;
if (--favoritePositionsLength > 0)
currentFavoritePositionIndex = currentFavoritePositionIndex % favoritePositionsLength;
currentFavoritePositionIndex %= favoritePositionsLength;
}
void AddPositionToFavoritePositions(CPos cpos)
@@ -291,31 +289,31 @@ namespace OpenRA.Mods.Cnc.Traits
currentFavoritePositionIndex = (currentFavoritePositionIndex + 1) % favoritePositionsLength;
}
bool IsPreferredEnemyUnit(Actor a)
bool IsPreferredEnemyUnit(Actor actor)
{
if (a == null || a.IsDead || player.RelationshipWith(a.Owner) != PlayerRelationship.Enemy || a.Info.HasTraitInfo<HuskInfo>())
if (actor == null || actor.IsDead || player.RelationshipWith(actor.Owner) != PlayerRelationship.Enemy || actor.Info.HasTraitInfo<HuskInfo>())
return false;
var targetTypes = a.GetEnabledTargetTypes();
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && !targetTypes.Overlaps(Info.IgnoredEnemyTargetTypes);
}
(bool hasInvalidActors, bool hasEnemyNearby) HasInvalidActorInCircle(WPos pos, WDist dist)
(bool HasInvalidActors, bool HasEnemyNearby) HasInvalidActorInCircle(WPos pos, WDist dist)
{
var hasInvalidActor = false;
var hasEnemyActor = false;
hasInvalidActor = world.FindActorsInCircle(pos, dist).Any(a =>
hasInvalidActor = world.FindActorsInCircle(pos, dist).Any(actor =>
{
if (a.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
{
var targetTypes = a.GetEnabledTargetTypes();
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromAlliedTargetTypes);
}
if (a.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
{
hasEnemyActor = true;
var targetTypes = a.GetEnabledTargetTypes();
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromEnemyTargetTypes);
}
@@ -325,15 +323,15 @@ namespace OpenRA.Mods.Cnc.Traits
return (hasInvalidActor, hasEnemyActor);
}
void EnqueueConflictPosition(CPos cPos)
void EnqueueConflictPosition(CPos cell)
{
if (conflictPositionLength < MaxPositionCacheLength)
{
conflictPositionQueue[conflictPositionLength] = cPos;
conflictPositionQueue[conflictPositionLength] = cell;
conflictPositionLength++;
}
else
conflictPositionQueue[MaxPositionCacheLength - 1] = cPos;
conflictPositionQueue[MaxPositionCacheLength - 1] = cell;
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
@@ -343,8 +341,7 @@ namespace OpenRA.Mods.Cnc.Traits
alertedTicks = RepeatedAltertTicks;
var hasInvalidActor = HasInvalidActorInCircle(self.CenterPosition, WDist.FromCells(Info.AwayFromCellDistance)).hasInvalidActors;
var hasInvalidActor = HasInvalidActorInCircle(self.CenterPosition, WDist.FromCells(Info.AwayFromCellDistance)).HasInvalidActors;
if (hasInvalidActor)
return;

View File

@@ -408,7 +408,7 @@ Player:
ftrk: 4
mnly: 2
MinelayerBotModule@turtle:
Minelayers: mnly
MinelayingActorTypes: mnly
IgnoredEnemyTargetTypes: Building, Defence, Air
UseEnemyLocationTargetTypes: Building, Defence
AwayFromAlliedTargetTypes: Building, Defence