Add MinelayerBotModule
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committed by
Matthias Mailänder
parent
3ab421cbe3
commit
2b0afd6acb
361
OpenRA.Mods.Cnc/Traits/Player/BotModules/MinelayerBotModule.cs
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361
OpenRA.Mods.Cnc/Traits/Player/BotModules/MinelayerBotModule.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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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.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Manages AI minelayer unit related with 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 confirmed as can lay mine, 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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[Desc("Actor types that used for mine laying, must have Minelayer.")]
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public readonly HashSet<string> Minelayers = 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 MaxMinelayersPerAssign = 1;
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[Desc("Scan suitable actors and target in this interval.")]
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public readonly int ScanTick = 331;
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[Desc("Minelayer radius.")]
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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 && !(a.CurrentActivity is FlyIdle));
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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 check = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
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if (check.hasInvalidActors)
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DequeueFirstConflictPosition();
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else
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{
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layMineOnHalfway = check.hasEnemyNearby;
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break;
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}
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}
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TraitPair<Minelayer>[] ats = 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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ats = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
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if (ats.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 at in ats)
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{
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var cells = pathFinder.FindPathToTargetCell(at.Actor, new[] { at.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("AI ({0}): try find a location to lay mine.", player.ClientIndex);
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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 check = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
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if (check.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 = check.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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if (ats == null)
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ats = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
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if (ats.Length == 0)
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return;
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var orderedActors = new List<Actor>();
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foreach (var at in ats)
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{
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var cells = pathFinder.FindPathToTargetCell(at.Actor, new[] { at.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(at.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.MaxMinelayersPerAssign)
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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("AI ({0}): Use favorite position {1} at index {2}", player.ClientIndex, minelayingPosition, 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("AI ({0}): Use in time conflict position {1}", player.ClientIndex, 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 = 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 a)
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{
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if (a == null || a.IsDead || player.RelationshipWith(a.Owner) != PlayerRelationship.Enemy || a.Info.HasTraitInfo<HuskInfo>())
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return false;
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var targetTypes = a.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(a =>
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{
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if (a.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
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{
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var targetTypes = a.GetEnabledTargetTypes();
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return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromAlliedTargetTypes);
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}
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if (a.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
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{
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hasEnemyActor = true;
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var targetTypes = a.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 cPos)
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{
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if (conflictPositionLength < MaxPositionCacheLength)
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{
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conflictPositionQueue[conflictPositionLength] = cPos;
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conflictPositionLength++;
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}
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else
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conflictPositionQueue[MaxPositionCacheLength - 1] = cPos;
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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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@@ -364,7 +364,7 @@ Player:
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RequiresCondition: enable-turtle-ai
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SquadSize: 10
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NavalUnitsTypes: ss, msub, dd, ca, lst, pt
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ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2
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ExcludeFromSquadsTypes: harv, mcv, dog, badr.bomber, u2, mnly
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ConstructionYardTypes: fact
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NavalProductionTypes: spen, syrd
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AirUnitsTypes: mig, yak, heli, hind, mh60
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@@ -400,11 +400,19 @@ Player:
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dd: 10
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ca: 10
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pt: 10
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mnly: 2
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UnitLimits:
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dog: 4
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harv: 8
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jeep: 4
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ftrk: 4
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mnly: 2
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MinelayerBotModule@turtle:
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Minelayers: mnly
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IgnoredEnemyTargetTypes: Building, Defence, Air
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UseEnemyLocationTargetTypes: Building, Defence
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AwayFromAlliedTargetTypes: Building, Defence
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AwayFromEnemyTargetTypes: Building, Defence
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SquadManagerBotModule@naval:
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RequiresCondition: enable-naval-ai
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SquadSize: 1
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