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