Convert AISupportPowerManager to module
This commit is contained in:
committed by
Oliver Brakmann
parent
c195699476
commit
451a38338b
@@ -0,0 +1,208 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
|
||||
* 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
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.Mods.Common.AI;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Adds metadata for the AI bots.")]
|
||||
public class SupportPowerDecision
|
||||
{
|
||||
[Desc("What is the minimum attractiveness we will use this power for?")]
|
||||
public readonly int MinimumAttractiveness = 1;
|
||||
|
||||
[Desc("What support power does this decision apply to?")]
|
||||
public readonly string OrderName = "AirstrikePowerInfoOrder";
|
||||
|
||||
[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")]
|
||||
public readonly int CoarseScanRadius = 20;
|
||||
|
||||
[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
|
||||
public readonly int FineScanRadius = 2;
|
||||
|
||||
[FieldLoader.LoadUsing("LoadConsiderations")]
|
||||
[Desc("The decisions associated with this power")]
|
||||
public readonly List<Consideration> Considerations = new List<Consideration>();
|
||||
|
||||
[Desc("Minimum ticks to wait until next Decision scan attempt.")]
|
||||
public readonly int MinimumScanTimeInterval = 250;
|
||||
|
||||
[Desc("Maximum ticks to wait until next Decision scan attempt.")]
|
||||
public readonly int MaximumScanTimeInterval = 262;
|
||||
|
||||
public SupportPowerDecision(MiniYaml yaml)
|
||||
{
|
||||
FieldLoader.Load(this, yaml);
|
||||
}
|
||||
|
||||
static object LoadConsiderations(MiniYaml yaml)
|
||||
{
|
||||
var ret = new List<Consideration>();
|
||||
foreach (var d in yaml.Nodes)
|
||||
if (d.Key.Split('@')[0] == "Consideration")
|
||||
ret.Add(new Consideration(d.Value));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
/// <summary>Evaluates the attractiveness of a position according to all considerations</summary>
|
||||
public int GetAttractiveness(WPos pos, Player firedBy, FrozenActorLayer frozenLayer)
|
||||
{
|
||||
var answer = 0;
|
||||
var world = firedBy.World;
|
||||
var targetTile = world.Map.CellContaining(pos);
|
||||
|
||||
if (!world.Map.Contains(targetTile))
|
||||
return 0;
|
||||
|
||||
foreach (var consideration in Considerations)
|
||||
{
|
||||
var radiusToUse = new WDist(consideration.CheckRadius.Length);
|
||||
|
||||
var checkActors = world.FindActorsInCircle(pos, radiusToUse);
|
||||
foreach (var scrutinized in checkActors)
|
||||
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
|
||||
|
||||
var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
|
||||
var tl = world.Map.CellContaining(pos - delta);
|
||||
var br = world.Map.CellContaining(pos + delta);
|
||||
var checkFrozen = frozenLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
|
||||
|
||||
// IsValid check filters out Frozen Actors that have not initizialized their Owner
|
||||
foreach (var scrutinized in checkFrozen)
|
||||
if (scrutinized.IsValid)
|
||||
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
|
||||
}
|
||||
|
||||
return answer;
|
||||
}
|
||||
|
||||
/// <summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
|
||||
public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
|
||||
{
|
||||
var answer = 0;
|
||||
|
||||
foreach (var consideration in Considerations)
|
||||
foreach (var scrutinized in actors)
|
||||
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
|
||||
|
||||
return answer;
|
||||
}
|
||||
|
||||
public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, Player firedBy)
|
||||
{
|
||||
var answer = 0;
|
||||
|
||||
foreach (var consideration in Considerations)
|
||||
foreach (var scrutinized in frozenActors)
|
||||
if (scrutinized.IsValid && scrutinized.Visible)
|
||||
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
|
||||
|
||||
return answer;
|
||||
}
|
||||
|
||||
public int GetNextScanTime(World world) { return world.LocalRandom.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
|
||||
|
||||
/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
|
||||
public class Consideration
|
||||
{
|
||||
public enum DecisionMetric { Health, Value, None }
|
||||
|
||||
[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
|
||||
public readonly Stance Against = Stance.Enemy;
|
||||
|
||||
[Desc("What types should the desired targets of this power be?")]
|
||||
public readonly BitSet<TargetableType> Types = new BitSet<TargetableType>("Air", "Ground", "Water");
|
||||
|
||||
[Desc("How attractive are these types of targets?")]
|
||||
public readonly int Attractiveness = 100;
|
||||
|
||||
[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
|
||||
public readonly DecisionMetric TargetMetric = DecisionMetric.None;
|
||||
|
||||
[Desc("What is the check radius of this decision?")]
|
||||
public readonly WDist CheckRadius = WDist.FromCells(5);
|
||||
|
||||
public Consideration(MiniYaml yaml)
|
||||
{
|
||||
FieldLoader.Load(this, yaml);
|
||||
}
|
||||
|
||||
/// <summary>Evaluates a single actor according to the rules defined in this consideration</summary>
|
||||
public int GetAttractiveness(Actor a, Stance stance, Player firedBy)
|
||||
{
|
||||
if (stance != Against)
|
||||
return 0;
|
||||
|
||||
if (a == null)
|
||||
return 0;
|
||||
|
||||
if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
|
||||
return 0;
|
||||
|
||||
if (Types.Overlaps(a.GetEnabledTargetTypes()))
|
||||
{
|
||||
switch (TargetMetric)
|
||||
{
|
||||
case DecisionMetric.Value:
|
||||
var valueInfo = a.Info.TraitInfoOrDefault<ValuedInfo>();
|
||||
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
|
||||
|
||||
case DecisionMetric.Health:
|
||||
var health = a.TraitOrDefault<IHealth>();
|
||||
|
||||
if (health == null)
|
||||
return 0;
|
||||
|
||||
// Cast to long to avoid overflow when multiplying by the health
|
||||
return (int)((long)health.HP * Attractiveness / health.MaxHP);
|
||||
|
||||
default:
|
||||
return Attractiveness;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public int GetAttractiveness(FrozenActor fa, Stance stance, Player firedBy)
|
||||
{
|
||||
if (stance != Against)
|
||||
return 0;
|
||||
|
||||
if (fa == null || !fa.IsValid || !fa.Visible)
|
||||
return 0;
|
||||
|
||||
if (Types.Overlaps(fa.TargetTypes))
|
||||
{
|
||||
switch (TargetMetric)
|
||||
{
|
||||
case DecisionMetric.Value:
|
||||
var valueInfo = fa.Info.TraitInfoOrDefault<ValuedInfo>();
|
||||
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
|
||||
|
||||
case DecisionMetric.Health:
|
||||
var healthInfo = fa.Info.TraitInfoOrDefault<IHealthInfo>();
|
||||
return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.MaxHP : 0;
|
||||
|
||||
default:
|
||||
return Attractiveness;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user