Convert AISupportPowerManager to module
This commit is contained in:
committed by
Oliver Brakmann
parent
c195699476
commit
451a38338b
@@ -0,0 +1,208 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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using OpenRA.Mods.Common.AI;
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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("Adds metadata for the AI bots.")]
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public class SupportPowerDecision
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{
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[Desc("What is the minimum attractiveness we will use this power for?")]
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public readonly int MinimumAttractiveness = 1;
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[Desc("What support power does this decision apply to?")]
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public readonly string OrderName = "AirstrikePowerInfoOrder";
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[Desc("What is the coarse scan radius of this power?", "For finding the general target area, before doing a detail scan", "Should be 10 or more to avoid lag")]
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public readonly int CoarseScanRadius = 20;
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[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
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public readonly int FineScanRadius = 2;
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[FieldLoader.LoadUsing("LoadConsiderations")]
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[Desc("The decisions associated with this power")]
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public readonly List<Consideration> Considerations = new List<Consideration>();
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[Desc("Minimum ticks to wait until next Decision scan attempt.")]
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public readonly int MinimumScanTimeInterval = 250;
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[Desc("Maximum ticks to wait until next Decision scan attempt.")]
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public readonly int MaximumScanTimeInterval = 262;
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public SupportPowerDecision(MiniYaml yaml)
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{
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FieldLoader.Load(this, yaml);
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}
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static object LoadConsiderations(MiniYaml yaml)
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{
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var ret = new List<Consideration>();
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foreach (var d in yaml.Nodes)
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if (d.Key.Split('@')[0] == "Consideration")
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ret.Add(new Consideration(d.Value));
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return ret;
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}
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/// <summary>Evaluates the attractiveness of a position according to all considerations</summary>
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public int GetAttractiveness(WPos pos, Player firedBy, FrozenActorLayer frozenLayer)
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{
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var answer = 0;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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if (!world.Map.Contains(targetTile))
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return 0;
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foreach (var consideration in Considerations)
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{
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var radiusToUse = new WDist(consideration.CheckRadius.Length);
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var checkActors = world.FindActorsInCircle(pos, radiusToUse);
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foreach (var scrutinized in checkActors)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
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var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
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var tl = world.Map.CellContaining(pos - delta);
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var br = world.Map.CellContaining(pos + delta);
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var checkFrozen = frozenLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
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// IsValid check filters out Frozen Actors that have not initizialized their Owner
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foreach (var scrutinized in checkFrozen)
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if (scrutinized.IsValid)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
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}
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return answer;
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}
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/// <summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
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public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
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{
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var answer = 0;
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foreach (var consideration in Considerations)
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foreach (var scrutinized in actors)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
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return answer;
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}
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public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, Player firedBy)
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{
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var answer = 0;
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foreach (var consideration in Considerations)
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foreach (var scrutinized in frozenActors)
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if (scrutinized.IsValid && scrutinized.Visible)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
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return answer;
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}
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public int GetNextScanTime(World world) { return world.LocalRandom.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
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/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
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public class Consideration
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{
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public enum DecisionMetric { Health, Value, None }
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[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
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public readonly Stance Against = Stance.Enemy;
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[Desc("What types should the desired targets of this power be?")]
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public readonly BitSet<TargetableType> Types = new BitSet<TargetableType>("Air", "Ground", "Water");
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[Desc("How attractive are these types of targets?")]
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public readonly int Attractiveness = 100;
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[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
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public readonly DecisionMetric TargetMetric = DecisionMetric.None;
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[Desc("What is the check radius of this decision?")]
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public readonly WDist CheckRadius = WDist.FromCells(5);
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public Consideration(MiniYaml yaml)
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{
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FieldLoader.Load(this, yaml);
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}
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/// <summary>Evaluates a single actor according to the rules defined in this consideration</summary>
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public int GetAttractiveness(Actor a, Stance stance, Player firedBy)
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{
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if (stance != Against)
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return 0;
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if (a == null)
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return 0;
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if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
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return 0;
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if (Types.Overlaps(a.GetEnabledTargetTypes()))
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{
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switch (TargetMetric)
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{
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case DecisionMetric.Value:
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var valueInfo = a.Info.TraitInfoOrDefault<ValuedInfo>();
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return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
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case DecisionMetric.Health:
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var health = a.TraitOrDefault<IHealth>();
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if (health == null)
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return 0;
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// Cast to long to avoid overflow when multiplying by the health
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return (int)((long)health.HP * Attractiveness / health.MaxHP);
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default:
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return Attractiveness;
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}
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}
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return 0;
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}
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public int GetAttractiveness(FrozenActor fa, Stance stance, Player firedBy)
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{
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if (stance != Against)
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return 0;
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if (fa == null || !fa.IsValid || !fa.Visible)
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return 0;
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if (Types.Overlaps(fa.TargetTypes))
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{
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switch (TargetMetric)
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{
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case DecisionMetric.Value:
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var valueInfo = fa.Info.TraitInfoOrDefault<ValuedInfo>();
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return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
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case DecisionMetric.Health:
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var healthInfo = fa.Info.TraitInfoOrDefault<IHealthInfo>();
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return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.MaxHP : 0;
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default:
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return Attractiveness;
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}
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}
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return 0;
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}
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}
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}
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}
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192
OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs
Normal file
192
OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs
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@@ -0,0 +1,192 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.AI;
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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 bot support power handling.")]
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public class SupportPowerBotModuleInfo : ConditionalTraitInfo, Requires<SupportPowerManagerInfo>
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{
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[Desc("Tells the AI how to use its support powers.")]
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[FieldLoader.LoadUsing("LoadDecisions")]
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public readonly List<SupportPowerDecision> Decisions = new List<SupportPowerDecision>();
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static object LoadDecisions(MiniYaml yaml)
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{
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var ret = new List<SupportPowerDecision>();
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var decisions = yaml.Nodes.FirstOrDefault(n => n.Key == "Decisions");
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if (decisions != null)
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foreach (var d in decisions.Value.Nodes)
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ret.Add(new SupportPowerDecision(d.Value));
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return ret;
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}
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public override object Create(ActorInitializer init) { return new SupportPowerBotModule(init.Self, this); }
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}
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public class SupportPowerBotModule : ConditionalTrait<SupportPowerBotModuleInfo>, IBotTick
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{
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readonly World world;
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readonly Player player;
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FrozenActorLayer frozenLayer;
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SupportPowerManager supportPowerManager;
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Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
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Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
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public SupportPowerBotModule(Actor self, SupportPowerBotModuleInfo 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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}
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protected override void TraitEnabled(Actor self)
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{
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frozenLayer = player.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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supportPowerManager = player.PlayerActor.Trait<SupportPowerManager>();
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foreach (var decision in Info.Decisions)
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powerDecisions.Add(decision.OrderName, decision);
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}
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void IBotTick.BotTick(IBot bot)
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{
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foreach (var sp in supportPowerManager.Powers.Values)
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{
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if (sp.Disabled)
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continue;
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// Add power to dictionary if not in delay dictionary yet
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if (!waitingPowers.ContainsKey(sp))
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waitingPowers.Add(sp, 0);
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if (waitingPowers[sp] > 0)
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waitingPowers[sp]--;
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// If we have recently tried and failed to find a use location for a power, then do not try again until later
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var isDelayed = waitingPowers[sp] > 0;
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if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName))
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{
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var powerDecision = powerDecisions[sp.Info.OrderName];
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if (powerDecision == null)
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{
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
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continue;
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}
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var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
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if (attackLocation == null)
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{
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AIUtils.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += powerDecision.GetNextScanTime(world);
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continue;
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}
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// Found a target location, check for precise target
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attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
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if (attackLocation == null)
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{
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AIUtils.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += powerDecision.GetNextScanTime(world);
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continue;
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}
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// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
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AIUtils.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += 10;
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bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true });
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}
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}
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}
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/// <summary>Scans the map in chunks, evaluating all actors in each.</summary>
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CPos? FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower)
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{
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CPos? bestLocation = null;
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var bestAttractiveness = 0;
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var powerDecision = powerDecisions[readyPower.Info.OrderName];
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if (powerDecision == null)
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{
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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return null;
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}
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var map = world.Map;
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var checkRadius = powerDecision.CoarseScanRadius;
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for (var i = 0; i < map.MapSize.X; i += checkRadius)
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{
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for (var j = 0; j < map.MapSize.Y; j += checkRadius)
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{
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var tl = new MPos(i, j);
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var br = new MPos(i + checkRadius, j + checkRadius);
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var region = new CellRegion(map.Grid.Type, tl, br);
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// HACK: The AI code should not be messing with raw coordinate transformations
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var wtl = world.Map.CenterOfCell(tl.ToCPos(map));
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var wbr = world.Map.CenterOfCell(br.ToCPos(map));
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var targets = world.ActorMap.ActorsInBox(wtl, wbr);
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var frozenTargets = frozenLayer != null ? frozenLayer.FrozenActorsInRegion(region) : Enumerable.Empty<FrozenActor>();
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var consideredAttractiveness = powerDecision.GetAttractiveness(targets, player) + powerDecision.GetAttractiveness(frozenTargets, player);
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if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
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continue;
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bestAttractiveness = consideredAttractiveness;
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bestLocation = new MPos(i, j).ToCPos(map);
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}
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}
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return bestLocation;
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}
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/// <summary>Detail scans an area, evaluating positions.</summary>
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CPos? FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1)
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{
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CPos? bestLocation = null;
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var bestAttractiveness = 0;
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var powerDecision = powerDecisions[readyPower.Info.OrderName];
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if (powerDecision == null)
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{
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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return null;
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}
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var checkRadius = powerDecision.CoarseScanRadius;
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var fineCheck = powerDecision.FineScanRadius;
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for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck)
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{
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var x = checkPos.X + i;
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for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
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{
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var y = checkPos.Y + j;
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var pos = world.Map.CenterOfCell(new CPos(x, y));
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var consideredAttractiveness = 0;
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consideredAttractiveness += powerDecision.GetAttractiveness(pos, player, frozenLayer);
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if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
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continue;
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bestAttractiveness = consideredAttractiveness;
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bestLocation = new CPos(x, y);
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}
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}
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return bestLocation;
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}
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}
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}
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Reference in New Issue
Block a user