Move the AI namespace to Mods.Common
This commit is contained in:
259
OpenRA.Mods.Common/AI/States/AirStates.cs
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259
OpenRA.Mods.Common/AI/States/AirStates.cs
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@@ -0,0 +1,259 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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abstract class AirStateBase : StateBase
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{
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(IEnumerable<Actor> units)
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{
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if (!units.Any())
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return 0;
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var missileUnitsCount = 0;
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foreach (var unit in units)
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{
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if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
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&& !unit.IsDisabled())
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{
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var arms = unit.TraitsImplementing<Armament>();
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foreach (var a in arms)
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{
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if (a.Weapon.ValidTargets.Contains("Air"))
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{
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missileUnitsCount++;
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break;
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}
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}
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}
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}
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return missileUnitsCount;
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}
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protected static Actor FindDefenselessTarget(Squad owner)
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{
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Actor target = null;
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FindSafePlace(owner, out target, true);
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return target;
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}
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protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
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{
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var map = owner.World.Map;
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detectedEnemyTarget = null;
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var x = (map.MapSize.X % DangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + DangerRadius;
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var y = (map.MapSize.Y % DangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + DangerRadius;
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for (var i = 0; i < x; i += DangerRadius * 2)
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{
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for (var j = 0; j < y; j += DangerRadius * 2)
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{
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var pos = new CPos(i, j);
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if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
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{
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if (needTarget && detectedEnemyTarget == null)
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continue;
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return pos;
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}
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}
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}
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return null;
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc)
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{
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Actor a;
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return NearToPosSafely(owner, loc, out a);
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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detectedEnemyTarget = null;
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var unitsAroundPos = owner.World.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (!unitsAroundPos.Any())
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return true;
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if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
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{
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detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
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return true;
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}
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return false;
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}
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protected static bool FullAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return limitedAmmo != null && limitedAmmo.FullAmmo();
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}
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protected static bool HasAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return limitedAmmo != null && limitedAmmo.HasAmmo();
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}
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protected static bool ReloadsAutomatically(Actor a)
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{
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return a.HasTrait<Reloads>();
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}
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protected static bool IsRearm(Actor a)
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{
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var activity = a.GetCurrentActivity();
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if (activity == null)
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return false;
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var type = activity.GetType();
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if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
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return true;
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var next = activity.NextActivity;
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if (next == null)
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
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return true;
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return false;
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}
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// Checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.Units.Count);
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}
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}
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class AirIdleState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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var e = FindDefenselessTarget(owner);
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if (e == null)
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return;
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owner.TargetActor = e;
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owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class AirAttackState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.TargetIsValid)
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{
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var a = owner.Units.Random(owner.Random);
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var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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}
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if (!NearToPosSafely(owner, owner.TargetActor.CenterPosition))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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foreach (var a in owner.Units)
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{
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if (BusyAttack(a))
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continue;
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if (!ReloadsAutomatically(a))
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{
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if (!HasAmmo(a))
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{
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if (IsRearm(a))
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continue;
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owner.World.IssueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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if (IsRearm(a))
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continue;
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}
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if (owner.TargetActor.HasTrait<ITargetable>() && CanAttackTarget(a, owner.TargetActor))
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owner.World.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
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}
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}
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public void Deactivate(Squad owner) { }
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}
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class AirFleeState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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foreach (var a in owner.Units)
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{
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if (!ReloadsAutomatically(a) && !FullAmmo(a))
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{
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if (IsRearm(a))
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continue;
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owner.World.IssueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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owner.World.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
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}
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owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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}
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171
OpenRA.Mods.Common/AI/States/GroundStates.cs
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171
OpenRA.Mods.Common/AI/States/GroundStates.cs
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@@ -0,0 +1,171 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
|
||||
* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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abstract class GroundStateBase : StateBase
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{
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => !owner.AttackOrFleeFuzzy.CanAttack(owner.Units, enemies));
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}
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}
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class GroundUnitsIdleState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.TargetIsValid)
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{
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var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
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if (t == null) return;
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owner.TargetActor = t;
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}
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WRange.FromCells(10))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Any())
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{
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if (owner.AttackOrFleeFuzzy.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.World.IssueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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return;
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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}
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}
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public void Deactivate(Squad owner) { }
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}
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class GroundUnitsAttackMoveState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.TargetIsValid)
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{
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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}
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}
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader == null)
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return;
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.Units.Count) / 3)
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.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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{
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owner.World.IssueOrder(new Order("Stop", leader, false));
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foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
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owner.World.IssueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
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}
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else
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
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.Where(a1 => !a1.Destroyed && !a1.IsDead);
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var enemynearby = enemies.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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if (target != null)
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{
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owner.TargetActor = target;
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
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return;
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}
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else
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foreach (var a in owner.Units)
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owner.World.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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}
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
|
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}
|
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}
|
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public void Deactivate(Squad owner) { }
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}
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class GroundUnitsAttackState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
|
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{
|
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if (!owner.IsValid)
|
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return;
|
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|
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if (!owner.TargetIsValid)
|
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{
|
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
|
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if (closestEnemy != null)
|
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owner.TargetActor = closestEnemy;
|
||||
else
|
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{
|
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
|
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return;
|
||||
}
|
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}
|
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|
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foreach (var a in owner.Units)
|
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if (!BusyAttack(a))
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owner.World.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
|
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|
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if (ShouldFlee(owner))
|
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{
|
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
|
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return;
|
||||
}
|
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}
|
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|
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public void Deactivate(Squad owner) { }
|
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}
|
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|
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class GroundUnitsFleeState : GroundStateBase, IState
|
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{
|
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public void Activate(Squad owner) { }
|
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|
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public void Tick(Squad owner)
|
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{
|
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if (!owner.IsValid)
|
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return;
|
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|
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GoToRandomOwnBuilding(owner);
|
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
|
||||
}
|
||||
|
||||
public void Deactivate(Squad owner) { owner.Units.Clear(); }
|
||||
}
|
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}
|
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62
OpenRA.Mods.Common/AI/States/ProtectionStates.cs
Normal file
62
OpenRA.Mods.Common/AI/States/ProtectionStates.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
namespace OpenRA.Mods.Common.AI
|
||||
{
|
||||
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 void Activate(Squad owner) { }
|
||||
|
||||
public void Tick(Squad owner)
|
||||
{
|
||||
if (!owner.IsValid)
|
||||
return;
|
||||
|
||||
if (!owner.TargetIsValid)
|
||||
{
|
||||
owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
|
||||
|
||||
if (owner.TargetActor == null)
|
||||
{
|
||||
owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var a in owner.Units)
|
||||
owner.World.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
|
||||
}
|
||||
|
||||
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(); }
|
||||
}
|
||||
}
|
||||
96
OpenRA.Mods.Common/AI/States/StateBase.cs
Normal file
96
OpenRA.Mods.Common/AI/States/StateBase.cs
Normal file
@@ -0,0 +1,96 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.AI
|
||||
{
|
||||
abstract class StateBase
|
||||
{
|
||||
protected const int DangerRadius = 10;
|
||||
|
||||
protected static void GoToRandomOwnBuilding(Squad squad)
|
||||
{
|
||||
var loc = RandomBuildingLocation(squad);
|
||||
foreach (var a in squad.Units)
|
||||
squad.World.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
|
||||
}
|
||||
|
||||
protected static CPos RandomBuildingLocation(Squad squad)
|
||||
{
|
||||
var location = squad.Bot.BaseCenter;
|
||||
var buildings = squad.World.ActorsWithTrait<Building>()
|
||||
.Where(a => a.Actor.Owner == squad.Bot.Player).Select(a => a.Actor).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 type = a.GetCurrentActivity().GetType();
|
||||
if (type == typeof(Attack) || type == typeof(FlyAttack))
|
||||
return true;
|
||||
|
||||
var next = a.GetCurrentActivity().NextActivity;
|
||||
if (next == null)
|
||||
return false;
|
||||
|
||||
var nextType = a.GetCurrentActivity().NextActivity.GetType();
|
||||
if (nextType == typeof(Attack) || nextType == typeof(FlyAttack))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected static bool CanAttackTarget(Actor a, Actor target)
|
||||
{
|
||||
if (!a.HasTrait<AttackBase>())
|
||||
return false;
|
||||
|
||||
var targetable = target.TraitOrDefault<ITargetable>();
|
||||
if (targetable == null)
|
||||
return false;
|
||||
|
||||
var arms = a.TraitsImplementing<Armament>();
|
||||
foreach (var arm in arms)
|
||||
if (arm.Weapon.ValidTargets.Intersect(targetable.TargetTypes).Any())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected virtual bool ShouldFlee(Squad squad, Func<IEnumerable<Actor>, bool> flee)
|
||||
{
|
||||
if (!squad.IsValid)
|
||||
return false;
|
||||
|
||||
var u = squad.Units.Random(squad.Random);
|
||||
var units = squad.World.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList();
|
||||
var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.Bot.Player && unit.HasTrait<Building>());
|
||||
if (ownBaseBuildingAround.Any())
|
||||
return false;
|
||||
|
||||
var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
|
||||
if (!enemyAroundUnit.Any())
|
||||
return false;
|
||||
|
||||
return flee(enemyAroundUnit);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user