Split off last bot modules

And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
This commit is contained in:
reaperrr
2018-11-14 15:58:46 +01:00
committed by Paul Chote
parent b74ff33039
commit 54c2894b4e
26 changed files with 1017 additions and 771 deletions

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@@ -13,7 +13,6 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Support;
using OpenRA.Traits;
@@ -123,7 +122,7 @@ namespace OpenRA.Mods.Common.Traits
public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); }
}
public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IBotTick, IBotPositionsUpdated, IBotRespondToAttack
public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IBotTick, IBotPositionsUpdated, IBotRespondToAttack, IBotRequestPauseUnitProduction
{
public CPos GetRandomBaseCenter()
{
@@ -181,6 +180,11 @@ namespace OpenRA.Mods.Common.Traits
defenseCenter = newLocation;
}
bool IBotRequestPauseUnitProduction.PauseUnitProduction
{
get { return !IsTraitDisabled && !HasAdequateRefineryCount; }
}
void IBotTick.BotTick(IBot bot)
{
SetRallyPointsForNewProductionBuildings(bot);
@@ -200,8 +204,8 @@ namespace OpenRA.Mods.Common.Traits
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected priority assets, MCVs, harvesters and buildings
if (self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>())
// Protect buildings
if (self.Info.HasTraitInfo<BuildingInfo>())
foreach (var n in positionsUpdatedModules)
n.UpdatedDefenseCenter(e.Attacker.Location);
}
@@ -240,5 +244,26 @@ namespace OpenRA.Mods.Common.Traits
{
return info != null && world.IsCellBuildable(x, null, info);
}
public bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player) >= MinimumRefineryCount ||
AIUtils.CountBuildingByCommonName(Info.PowerTypes, player) == 0 ||
AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) == 0;
}
}
int MinimumRefineryCount
{
get
{
// Unless we have no barracks (higher priority), require a 2nd refinery.
// TODO: Possibly unhardcode this, at least the targeted minimum of 2 (the fallback can probably stay at 1).
return AIUtils.CountBuildingByCommonName(Info.BarracksTypes, player) > 0 ? 2 : 1;
}
}
}
}

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@@ -13,7 +13,6 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -219,7 +218,7 @@ namespace OpenRA.Mods.Common.Traits
}
// Next is to build up a strong economy
if (!HasAdequateRefineryCount)
if (!baseBuilder.HasAdequateRefineryCount)
{
var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings);
if (refinery != null && HasSufficientPowerForActor(refinery))
@@ -410,26 +409,5 @@ namespace OpenRA.Mods.Common.Traits
// Can't find a build location
return null;
}
bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(baseBuilder.Info.RefineryTypes, player) >= MinimumRefineryCount ||
AIUtils.CountBuildingByCommonName(baseBuilder.Info.PowerTypes, player) == 0 ||
AIUtils.CountBuildingByCommonName(baseBuilder.Info.ConstructionYardTypes, player) == 0;
}
}
int MinimumRefineryCount
{
get
{
// Unless we have no barracks (higher priority), require a 2nd refinery.
// TODO: Possibly unhardcode this, at least the targeted minimum of 2 (the fallback can probably stay at 1).
return AIUtils.CountBuildingByCommonName(baseBuilder.Info.BarracksTypes, player) > 0 ? 2 : 1;
}
}
}
}

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@@ -10,7 +10,6 @@
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.AI;
using OpenRA.Primitives;
using OpenRA.Traits;

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@@ -9,7 +9,6 @@
*/
#endregion
using OpenRA.Mods.Common.AI;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits

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@@ -12,7 +12,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits

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@@ -13,7 +13,6 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.AI;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;

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@@ -0,0 +1,222 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI MCVs.")]
public class McvManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that are considered MCVs (deploy into base builders).")]
public readonly HashSet<string> McvTypes = new HashSet<string>();
[Desc("Actor types that are considered construction yards (base builders).")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Actor types that are able to produce MCVs.")]
public readonly HashSet<string> McvFactoryTypes = new HashSet<string>();
[Desc("Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this.")]
public readonly int MinimumConstructionYardCount = 1;
[Desc("Delay (in ticks) between looking for and giving out orders to new MCVs.")]
public readonly int ScanForNewMcvInterval = 20;
[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
public readonly int MinBaseRadius = 2;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
public override object Create(ActorInitializer init) { return new McvManagerBotModule(init.Self, this); }
}
public class McvManagerBotModule : ConditionalTrait<McvManagerBotModuleInfo>, IBotTick, IBotPositionsUpdated
{
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = world.Actors.Where(a => a.Owner == player &&
Info.ConstructionYardTypes.Contains(a.Info.Name))
.RandomOrDefault(world.LocalRandom);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotRequestUnitProduction[] requestUnitProduction;
CPos initialBaseCenter;
int scanInterval;
int ticks;
// MCVs that the bot already knows about. Any MCV not on this list needs to be given an order.
List<Actor> activeMCVs = new List<Actor>();
public McvManagerBotModule(Actor self, McvManagerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a.Owner != player || a.IsDead || !a.IsInWorld;
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
scanInterval = world.LocalRandom.Next(Info.ScanForNewMcvInterval, Info.ScanForNewMcvInterval * 2);
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
void IBotTick.BotTick(IBot bot)
{
ticks++;
if (ticks == 1)
DeployMcvs(bot, false);
if (--scanInterval <= 0)
{
scanInterval = Info.ScanForNewMcvInterval;
DeployMcvs(bot, true);
// No construction yards - Build a new MCV
if (ShouldBuildMCV())
{
var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
if (unitBuilder != null)
{
var mcvInfo = AIUtils.GetInfoByCommonName(Info.McvTypes, player);
unitBuilder.RequestUnitProduction(bot, mcvInfo.Name);
}
}
}
}
bool ShouldBuildMCV()
{
// Only build MCV if we don't already have one in the field.
var allowedToBuildMCV = AIUtils.CountActorByCommonName(Info.McvTypes, player) == 0;
if (!allowedToBuildMCV)
return false;
// Build MCV if we don't have the desired number of construction yards, unless we have no factory (can't build it).
return AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) < Info.MinimumConstructionYardCount &&
AIUtils.CountBuildingByCommonName(Info.McvFactoryTypes, player) > 0;
}
void DeployMcvs(IBot bot, bool chooseLocation)
{
activeMCVs.RemoveAll(unitCannotBeOrdered);
var newMCVs = world.ActorsHavingTrait<Transforms>()
.Where(a => a.Owner == player &&
a.IsIdle &&
Info.McvTypes.Contains(a.Info.Name) &&
!activeMCVs.Contains(a));
foreach (var a in newMCVs)
activeMCVs.Add(a);
foreach (var mcv in activeMCVs)
DeployMcv(bot, mcv, chooseLocation);
}
// Find any MCV and deploy them at a sensible location.
void DeployMcv(IBot bot, Actor mcv, bool move)
{
if (move)
{
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase && AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) > 0;
var transformsInfo = mcv.Info.TraitInfo<TransformsInfo>();
var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, transformsInfo.Offset, restrictToBase);
if (desiredLocation == null)
return;
bot.QueueOrder(new Order("Move", mcv, Target.FromCell(world, desiredLocation.Value), true));
}
// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
// update base and defense center if the MCV is deployed immediately (i.e. at game start).
// TODO: This could be adressed via INotifyTransform.
foreach (var n in notifyPositionsUpdated)
{
n.UpdatedBaseCenter(mcv.Location);
n.UpdatedDefenseCenter(mcv.Location);
}
bot.QueueOrder(new Order("DeployTransform", mcv, true));
}
CPos? ChooseMcvDeployLocation(string actorType, CVec offset, bool distanceToBaseIsImportant)
{
var actorInfo = world.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return null;
// Find the buildable cell that is closest to pos and centered around center
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
{
var cells = world.Map.FindTilesInAnnulus(center, minRange, maxRange);
// Sort by distance to target if we have one
if (center != target)
cells = cells.OrderBy(c => (c - target).LengthSquared);
else
cells = cells.Shuffle(world.LocalRandom);
foreach (var cell in cells)
{
if (!world.CanPlaceBuilding(cell + offset, actorInfo, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, player, actorInfo, cell))
continue;
return cell;
}
return null;
};
var baseCenter = GetRandomBaseCenter();
return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
distanceToBaseIsImportant ? Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange);
}
}
}

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@@ -0,0 +1,355 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits.BotModules.Squads;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI squads.")]
public class SquadManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that are valid for naval squads.")]
public readonly HashSet<string> NavalUnitsTypes = new HashSet<string>();
[Desc("Actor types that should generally be excluded from attack squads.")]
public readonly HashSet<string> ExcludeFromSquadsTypes = new HashSet<string>();
[Desc("Actor types that are considered construction yards (base builders).")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Enemy building types around which to scan for targets for naval squads.")]
public readonly HashSet<string> NavalProductionTypes = new HashSet<string>();
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
public readonly int SquadSizeRandomBonus = 30;
[Desc("Delay (in ticks) between giving out orders to units.")]
public readonly int AssignRolesInterval = 20;
[Desc("Delay (in ticks) between attempting rush attacks.")]
public readonly int RushInterval = 600;
[Desc("Delay (in ticks) between updating squads.")]
public readonly int AttackForceInterval = 30;
[Desc("Minimum delay (in ticks) between creating squads.")]
public readonly int MinimumAttackForceDelay = 0;
[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
public readonly int RushAttackScanRadius = 15;
[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
public readonly int ProtectUnitScanRadius = 15;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Maximum range at which to scan for enemies when creating protection squads.")]
public readonly int MaximumDefenseRadius = 20;
[Desc("Radius in cells that squads should scan for enemies around their position while idle.")]
public readonly int IdleScanRadius = 10;
[Desc("Radius in cells that squads should scan for danger around their position to make flee decisions.")]
public readonly int DangerScanRadius = 10;
[Desc("Radius in cells that attack squads should scan for enemies around their position when trying to attack.")]
public readonly int AttackScanRadius = 12;
[Desc("Radius in cells that protecting squads should scan for enemies around their position.")]
public readonly int ProtectionScanRadius = 8;
public override object Create(ActorInitializer init) { return new SquadManagerBotModule(init.Self, this); }
}
public class SquadManagerBotModule : ConditionalTrait<SquadManagerBotModuleInfo>, IBotTick, IBotRespondToAttack, IBotPositionsUpdated
{
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = World.Actors.Where(a => a.Owner == Player &&
Info.ConstructionYardTypes.Contains(a.Info.Name))
.RandomOrDefault(World.LocalRandom);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public readonly World World;
public readonly Player Player;
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
public List<Squad> Squads = new List<Squad>();
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotNotifyIdleBaseUnits[] notifyIdleBaseUnits;
CPos initialBaseCenter;
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
// Units that the bot already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
public SquadManagerBotModule(Actor self, SquadManagerBotModuleInfo info)
: base(info)
{
World = self.World;
Player = self.Owner;
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = Player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
notifyIdleBaseUnits = Player.PlayerActor.TraitsImplementing<IBotNotifyIdleBaseUnits>().ToArray();
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = World.LocalRandom.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = World.LocalRandom.Next(0, Info.AssignRolesInterval);
attackForceTicks = World.LocalRandom.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = World.LocalRandom.Next(0, Info.MinimumAttackForceDelay);
}
void IBotTick.BotTick(IBot bot)
{
AssignRolesToIdleUnits(bot);
}
internal Actor FindClosestEnemy(WPos pos)
{
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
void CleanSquads()
{
Squads.RemoveAll(s => !s.IsValid);
foreach (var s in Squads)
s.Units.RemoveAll(unitCannotBeOrdered);
}
// HACK: Use of this function requires that there is one squad of this type.
Squad GetSquadOfType(SquadType type)
{
return Squads.FirstOrDefault(s => s.Type == type);
}
Squad RegisterNewSquad(IBot bot, SquadType type, Actor target = null)
{
var ret = new Squad(bot, this, type, target);
Squads.Add(ret);
return ret;
}
void AssignRolesToIdleUnits(IBot bot)
{
CleanSquads();
activeUnits.RemoveAll(unitCannotBeOrdered);
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack(bot);
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in Squads)
s.Update();
}
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
FindNewUnits(bot);
}
if (--minAttackForceDelayTicks <= 0)
{
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
CreateAttackForce(bot);
}
}
void FindNewUnits(IBot bot)
{
var newUnits = World.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player &&
!Info.ExcludeFromSquadsTypes.Contains(a.Info.Name) &&
!activeUnits.Contains(a));
foreach (var a in newUnits)
{
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(bot, SquadType.Air);
air.Units.Add(a);
}
else if (Info.NavalUnitsTypes.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(bot, SquadType.Naval);
ships.Units.Add(a);
}
activeUnits.Add(a);
}
// Notifying here rather than inside the loop, should be fine and saves a bunch of notification calls
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
}
void CreateAttackForce(IBot bot)
{
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + World.LocalRandom.Next(Info.SquadSizeRandomBonus);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(bot, SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.Info.HasTraitInfo<AircraftInfo>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
}
}
void TryToRushAttack(IBot bot)
{
var allEnemyBaseBuilder = AIUtils.FindEnemiesByCommonName(Info.ConstructionYardTypes, Player);
// TODO: This should use common names & ExcludeFromSquads instead of hardcoding TraitInfo checks
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()).ToList();
if (!allEnemyBaseBuilder.Any() || ownUnits.Count < Info.SquadSize)
return;
foreach (var b in allEnemyBaseBuilder)
{
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(World.LocalRandom) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(bot, SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
return;
}
}
}
void ProtectOwn(IBot bot, Actor attacker)
{
var protectSq = GetSquadOfType(SquadType.Protection);
if (protectSq == null)
protectSq = RegisterNewSquad(bot, SquadType.Protection, attacker);
if (!protectSq.IsTargetValid)
protectSq.TargetActor = attacker;
if (!protectSq.IsValid)
{
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.Info.HasTraitInfo<BuildingInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
foreach (var a in ownUnits)
protectSq.Units.Add(a);
}
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (e.Attacker == null)
return;
if (e.Attacker.Disposed)
return;
if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected priority assets, MCVs, harvesters and buildings
// TODO: Use *CommonNames, instead of hard-coding trait(info)s.
if (self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>())
{
foreach (var n in notifyPositionsUpdated)
n.UpdatedDefenseCenter(e.Attacker.Location);
ProtectOwn(bot, e.Attacker);
}
}
}
}

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@@ -0,0 +1,275 @@
#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;
using System.Collections.Generic;
using System.Linq;
using AI.Fuzzy.Library;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
sealed class AttackOrFleeFuzzy
{
static readonly string[] DefaultRulesNormalOwnHealth = new[]
{
"if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack"
};
static readonly string[] DefaultRulesInjuredOwnHealth = new[]
{
"if ((OwnHealth is Injured) " +
"and (EnemyHealth is NearDead) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack",
"if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack",
"if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Weak) " +
"and (RelativeSpeed is Slow)) " +
"then AttackOrFlee is Attack",
"if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee",
"if ((OwnHealth is Injured) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and (RelativeSpeed is Slow)) " +
"then AttackOrFlee is Attack"
};
static readonly string[] DefaultRulesNearDeadOwnHealth = new[]
{
"if ((OwnHealth is NearDead) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured)) " +
"and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " +
"then AttackOrFlee is Attack",
"if ((OwnHealth is NearDead) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured)) " +
"and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee",
"if ((OwnHealth is NearDead) " +
"and (EnemyHealth is Normal) " +
"and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee",
"if (OwnHealth is NearDead) " +
"and (EnemyHealth is Normal) " +
"and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and (RelativeSpeed is Fast) " +
"then AttackOrFlee is Flee",
"if (OwnHealth is NearDead) " +
"and (EnemyHealth is Injured) " +
"and (RelativeAttackPower is Equal) " +
"and (RelativeSpeed is Fast) " +
"then AttackOrFlee is Flee"
};
public static readonly AttackOrFleeFuzzy Default = new AttackOrFleeFuzzy(null, null, null);
public static readonly AttackOrFleeFuzzy Rush = new AttackOrFleeFuzzy(new[]
{
"if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Strong) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack",
"if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee"
}, null, null);
readonly MamdaniFuzzySystem fuzzyEngine = new MamdaniFuzzySystem();
public AttackOrFleeFuzzy(
IEnumerable<string> rulesForNormalOwnHealth,
IEnumerable<string> rulesForInjuredOwnHealth,
IEnumerable<string> rulesForNeadDeadOwnHealth)
{
lock (fuzzyEngine)
{
var playerHealthFuzzy = new FuzzyVariable("OwnHealth", 0.0, 100.0);
playerHealthFuzzy.Terms.Add(new FuzzyTerm("NearDead", new TrapezoidMembershipFunction(0, 0, 20, 40)));
playerHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70)));
playerHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100)));
fuzzyEngine.Input.Add(playerHealthFuzzy);
var enemyHealthFuzzy = new FuzzyVariable("EnemyHealth", 0.0, 100.0);
enemyHealthFuzzy.Terms.Add(new FuzzyTerm("NearDead", new TrapezoidMembershipFunction(0, 0, 20, 40)));
enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70)));
enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100)));
fuzzyEngine.Input.Add(enemyHealthFuzzy);
var relativeAttackPowerFuzzy = new FuzzyVariable("RelativeAttackPower", 0.0, 1000.0);
relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Weak", new TrapezoidMembershipFunction(0, 0, 70, 90)));
relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115)));
relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Strong", new TrapezoidMembershipFunction(110, 150, 150, 1000)));
fuzzyEngine.Input.Add(relativeAttackPowerFuzzy);
var relativeSpeedFuzzy = new FuzzyVariable("RelativeSpeed", 0.0, 1000.0);
relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Slow", new TrapezoidMembershipFunction(0, 0, 70, 90)));
relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115)));
relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Fast", new TrapezoidMembershipFunction(110, 150, 150, 1000)));
fuzzyEngine.Input.Add(relativeSpeedFuzzy);
var attackOrFleeFuzzy = new FuzzyVariable("AttackOrFlee", 0.0, 50.0);
attackOrFleeFuzzy.Terms.Add(new FuzzyTerm("Attack", new TrapezoidMembershipFunction(0, 15, 15, 30)));
attackOrFleeFuzzy.Terms.Add(new FuzzyTerm("Flee", new TrapezoidMembershipFunction(25, 35, 35, 50)));
fuzzyEngine.Output.Add(attackOrFleeFuzzy);
foreach (var rule in rulesForNormalOwnHealth ?? DefaultRulesNormalOwnHealth)
AddFuzzyRule(rule);
foreach (var rule in rulesForInjuredOwnHealth ?? DefaultRulesInjuredOwnHealth)
AddFuzzyRule(rule);
foreach (var rule in rulesForNeadDeadOwnHealth ?? DefaultRulesNearDeadOwnHealth)
AddFuzzyRule(rule);
}
}
void AddFuzzyRule(string rule)
{
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule(rule));
}
public bool CanAttack(IEnumerable<Actor> ownUnits, IEnumerable<Actor> enemyUnits)
{
double attackChance;
var inputValues = new Dictionary<FuzzyVariable, double>();
lock (fuzzyEngine)
{
inputValues.Add(fuzzyEngine.InputByName("OwnHealth"), NormalizedHealth(ownUnits, 100));
inputValues.Add(fuzzyEngine.InputByName("EnemyHealth"), NormalizedHealth(enemyUnits, 100));
inputValues.Add(fuzzyEngine.InputByName("RelativeAttackPower"), RelativePower(ownUnits, enemyUnits));
inputValues.Add(fuzzyEngine.InputByName("RelativeSpeed"), RelativeSpeed(ownUnits, enemyUnits));
var result = fuzzyEngine.Calculate(inputValues);
attackChance = result[fuzzyEngine.OutputByName("AttackOrFlee")];
}
return !double.IsNaN(attackChance) && attackChance < 30.0;
}
static float NormalizedHealth(IEnumerable<Actor> actors, float normalizeByValue)
{
var sumOfMaxHp = 0;
var sumOfHp = 0;
foreach (var a in actors)
{
if (a.Info.HasTraitInfo<IHealthInfo>())
{
sumOfMaxHp += a.Trait<IHealth>().MaxHP;
sumOfHp += a.Trait<IHealth>().HP;
}
}
if (sumOfMaxHp == 0)
return 0.0f;
// Cast to long to avoid overflow when multiplying by the health
return (int)((long)sumOfHp * normalizeByValue / sumOfMaxHp);
}
static float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
{
return RelativeValue(own, enemy, 100, SumOfValues<AttackBaseInfo>, a =>
{
var sumOfDamage = 0;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
{
var burst = arm.Weapon.Burst;
// For simplicity's sake, we're only factoring in the first burst delay, as more than one burst delay is extremely rare.
// Additionally, clamping total delay to minimum of 1 (ReloadDelay: 0 is technically possible) and maximum of 200.
// High dmg/low ROF weapons shouldn't be rated too low as high dmg/shot can outweigh mere dps due to likelier 1-hit-kills.
// TODO: Revisit this at some point to replace the arbitrary cap with something smarter.
var totalReloadDelay = arm.Weapon.ReloadDelay + (arm.Weapon.BurstDelays[0] * (burst - 1)).Clamp(1, 200);
var damageWarheads = arm.Weapon.Warheads.OfType<DamageWarhead>();
foreach (var warhead in damageWarheads)
sumOfDamage += (warhead.Damage * burst / totalReloadDelay) * 100;
}
return sumOfDamage;
});
}
static float RelativeSpeed(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
{
return RelativeValue(own, enemy, 100, Average<MobileInfo>, (Actor a) => a.Info.TraitInfo<MobileInfo>().Speed);
}
static float RelativeValue(IEnumerable<Actor> own, IEnumerable<Actor> enemy, float normalizeByValue,
Func<IEnumerable<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue)
{
if (!enemy.Any())
return 999.0f;
if (!own.Any())
return 0.0f;
var relative = (relativeFunc(own, getValue) / relativeFunc(enemy, getValue)) * normalizeByValue;
return relative.Clamp(0.0f, 999.0f);
}
static float SumOfValues<TTraitInfo>(IEnumerable<Actor> actors, Func<Actor, int> getValue) where TTraitInfo : ITraitInfo
{
var sum = 0;
foreach (var a in actors)
if (a.Info.HasTraitInfo<TTraitInfo>())
sum += getValue(a);
return sum;
}
static float Average<TTraitInfo>(IEnumerable<Actor> actors, Func<Actor, int> getValue) where TTraitInfo : ITraitInfo
{
var sum = 0;
var countActors = 0;
foreach (var a in actors)
{
if (a.Info.HasTraitInfo<TTraitInfo>())
{
sum += getValue(a);
countActors++;
}
}
if (countActors == 0)
return 0.0f;
return sum / countActors;
}
}
}

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#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 System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
public enum SquadType { Assault, Air, Rush, Protection, Naval }
public class Squad
{
public List<Actor> Units = new List<Actor>();
public SquadType Type;
internal IBot Bot;
internal World World;
internal SquadManagerBotModule SquadManager;
internal MersenneTwister Random;
internal Target Target;
internal StateMachine FuzzyStateMachine;
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type) : this(bot, squadManager, type, null) { }
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type, Actor target)
{
Bot = bot;
SquadManager = squadManager;
World = bot.Player.PlayerActor.World;
Random = World.LocalRandom;
Type = type;
Target = Target.FromActor(target);
FuzzyStateMachine = new StateMachine();
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
FuzzyStateMachine.ChangeState(this, new GroundUnitsIdleState(), true);
break;
case SquadType.Air:
FuzzyStateMachine.ChangeState(this, new AirIdleState(), true);
break;
case SquadType.Protection:
FuzzyStateMachine.ChangeState(this, new UnitsForProtectionIdleState(), true);
break;
case SquadType.Naval:
FuzzyStateMachine.ChangeState(this, new NavyUnitsIdleState(), true);
break;
}
}
public void Update()
{
if (IsValid)
FuzzyStateMachine.Update(this);
}
public bool IsValid { get { return Units.Any(); } }
public Actor TargetActor
{
get { return Target.Actor; }
set { Target = Target.FromActor(value); }
}
public bool IsTargetValid
{
get { return Target.IsValidFor(Units.FirstOrDefault()) && !Target.Actor.Info.HasTraitInfo<HuskInfo>(); }
}
public bool IsTargetVisible
{
get { return TargetActor.CanBeViewedByPlayer(Bot.Player); }
}
public WPos CenterPosition { get { return Units.Select(u => u.CenterPosition).Average(); } }
}
}

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#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
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
class StateMachine
{
IState currentState;
IState previousState;
public void Update(Squad squad)
{
if (currentState != null)
currentState.Tick(squad);
}
public void ChangeState(Squad squad, IState newState, bool rememberPrevious)
{
if (rememberPrevious)
previousState = currentState;
if (currentState != null)
currentState.Deactivate(squad);
if (newState != null)
currentState = newState;
if (currentState != null)
currentState.Activate(squad);
}
public void RevertToPreviousState(Squad squad, bool saveCurrentState)
{
ChangeState(squad, previousState, saveCurrentState);
}
}
interface IState
{
void Activate(Squad bot);
void Tick(Squad bot);
void Deactivate(Squad bot);
}
}

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#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 System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class AirStateBase : StateBase
{
static readonly BitSet<TargetableType> AirTargetTypes = new BitSet<TargetableType>("Air");
protected const int MissileUnitMultiplier = 3;
protected static int CountAntiAirUnits(IEnumerable<Actor> units)
{
if (!units.Any())
return 0;
var missileUnitsCount = 0;
foreach (var unit in units)
{
if (unit == null || unit.Info.HasTraitInfo<AircraftInfo>())
continue;
foreach (var ab in unit.TraitsImplementing<AttackBase>())
{
if (ab.IsTraitDisabled || ab.IsTraitPaused)
continue;
foreach (var a in ab.Armaments)
{
if (a.Weapon.IsValidTarget(AirTargetTypes))
{
missileUnitsCount++;
break;
}
}
}
}
return missileUnitsCount;
}
protected static Actor FindDefenselessTarget(Squad owner)
{
Actor target = null;
FindSafePlace(owner, out target, true);
return target;
}
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{
var map = owner.World.Map;
var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
detectedEnemyTarget = null;
var x = (map.MapSize.X % dangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + dangerRadius;
var y = (map.MapSize.Y % dangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + dangerRadius;
for (var i = 0; i < x; i += dangerRadius * 2)
{
for (var j = 0; j < y; j += dangerRadius * 2)
{
var pos = new CPos(i, j);
if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
{
if (needTarget && detectedEnemyTarget == null)
continue;
return pos;
}
}
}
return null;
}
protected static bool NearToPosSafely(Squad owner, WPos loc)
{
Actor a;
return NearToPosSafely(owner, loc, out a);
}
protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
{
detectedEnemyTarget = null;
var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (!unitsAroundPos.Any())
return true;
if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
{
detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
return true;
}
return false;
}
protected static bool FullAmmo(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.FullAmmo());
}
protected static bool HasAmmo(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.HasAmmo());
}
protected static bool ReloadsAutomatically(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
var rearmable = a.TraitOrDefault<Rearmable>();
if (rearmable == null)
return true;
return ammoPools.All(ap => !rearmable.Info.AmmoPools.Contains(ap.Info.Name));
}
protected static bool IsRearm(Actor a)
{
if (a.IsIdle)
return false;
var activity = a.CurrentActivity;
var type = activity.GetType();
if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
return true;
var next = activity.NextActivity;
if (next == null)
return false;
var nextType = next.GetType();
if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
return true;
return false;
}
// Checks the number of anti air enemies around units
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.Units.Count);
}
}
class AirIdleState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (ShouldFlee(owner))
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
var e = FindDefenselessTarget(owner);
if (e == null)
return;
owner.TargetActor = e;
owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
}
public void Deactivate(Squad owner) { }
}
class AirAttackState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var a = owner.Units.Random(owner.Random);
var closestEnemy = owner.SquadManager.FindClosestEnemy(a.CenterPosition);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.TargetActor.CenterPosition))
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
foreach (var a in owner.Units)
{
if (BusyAttack(a))
continue;
if (!ReloadsAutomatically(a))
{
if (IsRearm(a))
continue;
if (!HasAmmo(a))
{
owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
continue;
}
}
if (CanAttackTarget(a, owner.TargetActor))
owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
}
}
public void Deactivate(Squad owner) { }
}
class AirFleeState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
foreach (var a in owner.Units)
{
if (!ReloadsAutomatically(a) && !FullAmmo(a))
{
if (IsRearm(a))
continue;
owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
continue;
}
owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
}
owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
}
public void Deactivate(Squad owner) { }
}
}

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#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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class GroundStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
return owner.SquadManager.FindClosestEnemy(owner.Units.First().CenterPosition);
}
}
class GroundUnitsIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy == null)
return;
owner.TargetActor = closestEnemy;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Count == 0)
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsAttackMoveState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
}
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
}
else
foreach (var a in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsAttackState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}

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#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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class NavyStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
var first = owner.Units.First();
// Navy squad AI can exploit enemy naval production to find path, if any.
// (Way better than finding a nearest target which is likely to be on Ground)
// You might be tempted to move these lookups into Activate() but that causes null reference exception.
var domainIndex = first.World.WorldActor.Trait<DomainIndex>();
var locomotorInfo = first.Info.TraitInfo<MobileInfo>().LocomotorInfo;
var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a
=> owner.SquadManager.Info.NavalProductionTypes.Contains(a.Info.Name)
&& domainIndex.IsPassable(first.Location, a.Location, locomotorInfo)
&& a.AppearsHostileTo(first));
if (navalProductions.Any())
{
var nearest = navalProductions.ClosestTo(first);
// Return nearest when it is FAR enough.
// If the naval production is within MaxBaseRadius, it implies that
// this squad is close to enemy territory and they should expect a naval combat;
// closest enemy makes more sense in that case.
if ((nearest.Location - first.Location).LengthSquared > owner.SquadManager.Info.MaxBaseRadius * owner.SquadManager.Info.MaxBaseRadius)
return nearest;
}
return owner.SquadManager.FindClosestEnemy(first.CenterPosition);
}
}
class NavyUnitsIdleState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy == null)
return;
owner.TargetActor = closestEnemy;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Count == 0)
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackMoveState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
}
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackState(), true);
}
else
foreach (var a in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsFleeState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}

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#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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
class UnitsForProtectionIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
public void Deactivate(Squad owner) { }
}
class UnitsForProtectionAttackState : GroundStateBase, IState
{
public const int BackoffTicks = 4;
internal int Backoff = BackoffTicks;
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
owner.TargetActor = owner.SquadManager.FindClosestEnemy(owner.CenterPosition, WDist.FromCells(owner.SquadManager.Info.ProtectionScanRadius));
if (owner.TargetActor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
return;
}
}
if (!owner.IsTargetVisible)
{
if (Backoff < 0)
{
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
Backoff = BackoffTicks;
return;
}
Backoff--;
}
else
{
foreach (var a in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
}
}
public void Deactivate(Squad owner) { }
}
class UnitsForProtectionFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}

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#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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class StateBase
{
protected static void GoToRandomOwnBuilding(Squad squad)
{
var loc = RandomBuildingLocation(squad);
foreach (var a in squad.Units)
squad.Bot.QueueOrder(new Order("Move", a, Target.FromCell(squad.World, loc), false));
}
protected static CPos RandomBuildingLocation(Squad squad)
{
var location = squad.SquadManager.GetRandomBaseCenter();
var buildings = squad.World.ActorsHavingTrait<Building>()
.Where(a => a.Owner == squad.Bot.Player).ToList();
if (buildings.Count > 0)
location = buildings.Random(squad.Random).Location;
return location;
}
protected static bool BusyAttack(Actor a)
{
if (a.IsIdle)
return false;
var activity = a.CurrentActivity;
var type = activity.GetType();
if (type == typeof(Attack) || type == typeof(FlyAttack))
return true;
var next = activity.NextActivity;
if (next == null)
return false;
var nextType = next.GetType();
if (nextType == typeof(Attack) || nextType == typeof(FlyAttack))
return true;
return false;
}
protected static bool CanAttackTarget(Actor a, Actor target)
{
if (!a.Info.HasTraitInfo<AttackBaseInfo>())
return false;
var targetTypes = target.GetEnabledTargetTypes();
if (targetTypes.IsEmpty)
return false;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
{
if (arm.IsTraitDisabled)
continue;
if (arm.Weapon.IsValidTarget(targetTypes))
return true;
}
return false;
}
protected virtual bool ShouldFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
{
if (!squad.IsValid)
return false;
var randomSquadUnit = squad.Units.Random(squad.Random);
var dangerRadius = squad.SquadManager.Info.DangerScanRadius;
var units = squad.World.FindActorsInCircle(randomSquadUnit.CenterPosition, WDist.FromCells(dangerRadius)).ToList();
// If there are any own buildings within the DangerRadius, don't flee
// PERF: Avoid LINQ
foreach (var u in units)
if (u.Owner == squad.Bot.Player && u.Info.HasTraitInfo<BuildingInfo>())
return false;
var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>());
if (!enemyAroundUnit.Any())
return false;
return flee(enemyAroundUnit);
}
}
}

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using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits

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#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Controls AI unit production.")]
public class UnitBuilderBotModuleInfo : ConditionalTraitInfo
{
// TODO: Investigate whether this might the (or at least one) reason why bots occasionally get into a state of doing nothing.
// Reason: If this is less than SquadSize, the bot might get stuck between not producing more units due to this,
// but also not creating squads since there aren't enough idle units.
[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("What units to the AI should build.", "What relative share of the total army must be this type of unit.")]
public readonly Dictionary<string, int> UnitsToBuild = null;
[Desc("What units should the AI have a maximum limit to train.")]
public readonly Dictionary<string, int> UnitLimits = null;
public override object Create(ActorInitializer init) { return new UnitBuilderBotModule(init.Self, this); }
}
public class UnitBuilderBotModule : ConditionalTrait<UnitBuilderBotModuleInfo>, IBotTick, IBotNotifyIdleBaseUnits, IBotRequestUnitProduction
{
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
readonly World world;
readonly Player player;
readonly List<string> queuedBuildRequests = new List<string>();
IBotRequestPauseUnitProduction[] requestPause;
List<Actor> idleUnits = new List<Actor>();
int ticks;
public UnitBuilderBotModule(Actor self, UnitBuilderBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
}
protected override void TraitEnabled(Actor self)
{
requestPause = player.PlayerActor.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
}
void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits)
{
this.idleUnits = idleUnits;
}
void IBotTick.BotTick(IBot bot)
{
if (requestPause.Any(rp => rp.PauseUnitProduction))
return;
ticks++;
if (ticks % FeedbackTime == 0)
{
var buildRequest = queuedBuildRequests.FirstOrDefault();
if (buildRequest != null)
{
BuildUnit(bot, buildRequest);
queuedBuildRequests.Remove(buildRequest);
}
foreach (var q in Info.UnitQueues)
BuildUnit(bot, q, idleUnits.Count < Info.IdleBaseUnitsMaximum);
}
}
void IBotRequestUnitProduction.RequestUnitProduction(IBot bot, string requestedActor)
{
queuedBuildRequests.Add(requestedActor);
}
void BuildUnit(IBot bot, string category, bool buildRandom)
{
// Pick a free queue
var queue = AIUtils.FindQueues(player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit == null)
return;
var name = unit.Name;
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
return;
if (Info.UnitLimits != null &&
Info.UnitLimits.ContainsKey(name) &&
world.Actors.Count(a => a.Owner == player && a.Info.Name == name) >= Info.UnitLimits[name])
return;
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void BuildUnit(IBot bot, string category, string name)
{
var queue = AIUtils.FindQueues(player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
if (world.Map.Rules.Actors[name] != null)
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
// In cases where we want to build a specific unit but don't know the queue name (because there's more than one possibility)
void BuildUnit(IBot bot, string name)
{
var actorInfo = world.Map.Rules.Actors[name];
if (actorInfo == null)
return;
var buildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo == null)
return;
ProductionQueue queue = null;
foreach (var pq in buildableInfo.Queue)
{
queue = AIUtils.FindQueues(player, pq).FirstOrDefault(q => !q.AllQueued().Any());
if (queue != null)
break;
}
if (queue != null)
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.Random(world.LocalRandom);
return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = player.World
.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == player)
.Select(a => a.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(world.LocalRandom))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) * 100 < unit.Value * myUnits.Count)
if (HasAdequateAirUnitReloadBuildings(world.Map.Rules.Actors[unit.Key]))
return world.Map.Rules.Actors[unit.Key];
return null;
}
// For mods like RA (number of RearmActors must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
// If actor isn't Rearmable, it doesn't need a RearmActor to reload
var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
if (rearmableInfo == null)
return true;
var countOwnAir = AIUtils.CountActorsWithTrait<IPositionable>(actorInfo.Name, player);
var countBuildings = rearmableInfo.RearmActors.Sum(b => AIUtils.CountActorsWithTrait<Building>(b, player));
if (countOwnAir >= countBuildings)
return false;
return true;
}
}
}