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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#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);
}
}
}