Merge pull request #3740 from pchote/bot-cleanup

HackyAI refactoring
This commit is contained in:
Matthias Mailänder
2013-08-29 08:32:00 -07:00
13 changed files with 1131 additions and 1041 deletions

View File

@@ -9,6 +9,8 @@
#endregion #endregion
using System; using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing; using System.Drawing;
namespace OpenRA namespace OpenRA
@@ -50,28 +52,6 @@ namespace OpenRA
return new WPos(ret.X, ret.Y, ret.Z + offset); return new WPos(ret.X, ret.Y, ret.Z + offset);
} }
public static WPos Average(params WPos[] list)
{
if (list == null || list.Length == 0)
return WPos.Zero;
var x = 0;
var y = 0;
var z = 0;
foreach(var pos in list)
{
x += pos.X;
y += pos.Y;
z += pos.Z;
}
x /= list.Length;
y /= list.Length;
z /= list.Length;
return new WPos(x,y,z);
}
public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); } public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); }
public override bool Equals(object obj) public override bool Equals(object obj)
@@ -85,4 +65,30 @@ namespace OpenRA
public override string ToString() { return "{0},{1},{2}".F(X, Y, Z); } public override string ToString() { return "{0},{1},{2}".F(X, Y, Z); }
} }
public static class IEnumerableExtensions
{
public static WPos Average(this IEnumerable<WPos> source)
{
var length = source.Count();
if (length == 0)
return WPos.Zero;
var x = 0L;
var y = 0L;
var z = 0L;
foreach (var pos in source)
{
x += pos.X;
y += pos.Y;
z += pos.Z;
}
x /= length;
y /= length;
z /= length;
return new WPos((int)x, (int)y, (int)z);
}
}
} }

View File

@@ -68,7 +68,7 @@ namespace OpenRA.Graphics
for (var i = 0; i < length - skip - 4; i++) for (var i = 0; i < length - skip - 4; i++)
{ {
var j = next - skip - i - 2; var j = next - skip - i - 2;
var nextPos = WPos.Average(trail[idx(j)], trail[idx(j-1)], trail[idx(j-2)], trail[idx(j-3)]); var nextPos = Average(trail[idx(j)], trail[idx(j-1)], trail[idx(j-2)], trail[idx(j-3)]);
var nextCell = nextPos.ToCPos(); var nextCell = nextPos.ToCPos();
var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent); var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);
@@ -90,6 +90,11 @@ namespace OpenRA.Graphics
return j < 0 ? j + trail.Length : j; return j < 0 ? j + trail.Length : j;
} }
WPos Average(params WPos[] list)
{
return list.Average();
}
public void Update(WPos pos) public void Update(WPos pos)
{ {
trail[next] = pos; trail[next] = pos;

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2012 The OpenRA Developers (see AUTHORS) * Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -11,63 +11,55 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using AI.Fuzzy.Library;
using OpenRA.Mods.RA.Move; using OpenRA.Mods.RA.Move;
using OpenRA.Traits; using OpenRA.Traits;
using AI.Fuzzy.Library;
namespace OpenRA.Mods.RA.AI namespace OpenRA.Mods.RA.AI
{ {
class AttackOrFleeFuzzy class AttackOrFleeFuzzy
{ {
protected MamdaniFuzzySystem fuzzyEngine; MamdaniFuzzySystem fuzzyEngine;
protected Dictionary<FuzzyVariable, double> result;
public bool CanAttack
{
get
{
//not sure that this will happen (NaN), it's for the safety of
if (result[fuzzyEngine.OutputByName("AttackOrFlee")].ToString() != "NaN")
return result[fuzzyEngine.OutputByName("AttackOrFlee")] < 30.0;
return false;
}
}
public AttackOrFleeFuzzy() public AttackOrFleeFuzzy()
{ {
InitializateFuzzyVariables(); InitializateFuzzyVariables();
} }
protected void AddFuzzyRule(string rule)
{
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule(rule));
}
protected void InitializateFuzzyVariables() protected void InitializateFuzzyVariables()
{ {
fuzzyEngine = new MamdaniFuzzySystem(); fuzzyEngine = new MamdaniFuzzySystem();
FuzzyVariable playerHealthFuzzy = new FuzzyVariable("OwnHealth", 0.0, 100.0); 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("NearDead", new TrapezoidMembershipFunction(0, 0, 20, 40)));
playerHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70))); playerHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70)));
playerHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100))); playerHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100)));
fuzzyEngine.Input.Add(playerHealthFuzzy); fuzzyEngine.Input.Add(playerHealthFuzzy);
FuzzyVariable enemyHealthFuzzy = new FuzzyVariable("EnemyHealth", 0.0, 100.0); 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("NearDead", new TrapezoidMembershipFunction(0, 0, 20, 40)));
enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70))); enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Injured", new TrapezoidMembershipFunction(30, 50, 50, 70)));
enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100))); enemyHealthFuzzy.Terms.Add(new FuzzyTerm("Normal", new TrapezoidMembershipFunction(50, 80, 100, 100)));
fuzzyEngine.Input.Add(enemyHealthFuzzy); fuzzyEngine.Input.Add(enemyHealthFuzzy);
FuzzyVariable relativeAttackPowerFuzzy = new FuzzyVariable("RelativeAttackPower", 0.0, 1000.0); 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("Weak", new TrapezoidMembershipFunction(0, 0, 70, 90)));
relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115))); relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115)));
relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Strong", new TrapezoidMembershipFunction(110, 150, 150, 1000))); relativeAttackPowerFuzzy.Terms.Add(new FuzzyTerm("Strong", new TrapezoidMembershipFunction(110, 150, 150, 1000)));
fuzzyEngine.Input.Add(relativeAttackPowerFuzzy); fuzzyEngine.Input.Add(relativeAttackPowerFuzzy);
FuzzyVariable relativeSpeedFuzzy = new FuzzyVariable("RelativeSpeed", 0.0, 1000.0); 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("Slow", new TrapezoidMembershipFunction(0, 0, 70, 90)));
relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115))); relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Equal", new TrapezoidMembershipFunction(85, 100, 100, 115)));
relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Fast", new TrapezoidMembershipFunction(110, 150, 150, 1000))); relativeSpeedFuzzy.Terms.Add(new FuzzyTerm("Fast", new TrapezoidMembershipFunction(110, 150, 150, 1000)));
fuzzyEngine.Input.Add(relativeSpeedFuzzy); fuzzyEngine.Input.Add(relativeSpeedFuzzy);
FuzzyVariable attackOrFleeFuzzy = new FuzzyVariable("AttackOrFlee", 0.0, 50.0); 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("Attack", new TrapezoidMembershipFunction(0, 15, 15, 30)));
attackOrFleeFuzzy.Terms.Add(new FuzzyTerm("Flee", new TrapezoidMembershipFunction(25, 35, 35, 50))); attackOrFleeFuzzy.Terms.Add(new FuzzyTerm("Flee", new TrapezoidMembershipFunction(25, 35, 35, 50)));
fuzzyEngine.Output.Add(attackOrFleeFuzzy); fuzzyEngine.Output.Add(attackOrFleeFuzzy);
@@ -79,123 +71,124 @@ namespace OpenRA.Mods.RA.AI
protected virtual void AddingRulesForNormalOwnHealth() protected virtual void AddingRulesForNormalOwnHealth()
{ {
//1 OwnHealth is Normal AddFuzzyRule("if ((OwnHealth is Normal) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth 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 ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
} }
protected virtual void AddingRulesForInjuredOwnHealth() protected virtual void AddingRulesForInjuredOwnHealth()
{ {
//OwnHealth is Injured AddFuzzyRule("if ((OwnHealth is Injured) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Injured) " +
"and (EnemyHealth is NearDead) " + "and (EnemyHealth is NearDead) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " + "and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Injured) " + AddFuzzyRule("if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " + "and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " + "and ((RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Injured) " + AddFuzzyRule("if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " + "and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Weak) " + "and (RelativeAttackPower is Weak) " +
"and (RelativeSpeed is Slow)) " + "and (RelativeSpeed is Slow)) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Injured) " + AddFuzzyRule("if ((OwnHealth is Injured) " +
"and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " + "and ((EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Weak) " + "and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//2 AddFuzzyRule("if ((OwnHealth is Injured) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Injured) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth 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 ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal) or (RelativeAttackPower is Strong)) " +
"and (RelativeSpeed is Slow)) " + "and (RelativeSpeed is Slow)) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
} }
protected virtual void AddingRulesForNearDeadOwnHealth() protected virtual void AddingRulesForNearDeadOwnHealth()
{ {
//3 OwnHealth is NearDead AddFuzzyRule("if ((OwnHealth is NearDead) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is NearDead) " +
"and (EnemyHealth is Injured) " + "and (EnemyHealth is Injured) " +
"and (RelativeAttackPower is Equal) " + "and (RelativeAttackPower is Equal) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal))) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
//4
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is NearDead) " + AddFuzzyRule("if ((OwnHealth is NearDead) " +
"and (EnemyHealth is NearDead) " + "and (EnemyHealth is NearDead) " +
"and (RelativeAttackPower is Weak) " + "and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//5
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is NearDead) " + AddFuzzyRule("if ((OwnHealth is NearDead) " +
"and (EnemyHealth is Injured) " + "and (EnemyHealth is Injured) " +
"and (RelativeAttackPower is Weak) " + "and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//6 AddFuzzyRule("if ((OwnHealth is NearDead) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is NearDead) " +
"and (EnemyHealth is Normal) " + "and (EnemyHealth is Normal) " +
"and (RelativeAttackPower is Weak) " + "and (RelativeAttackPower is Weak) " +
"and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//7 AddFuzzyRule("if (OwnHealth is NearDead) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if (OwnHealth is NearDead) " +
"and (EnemyHealth is Normal) " + "and (EnemyHealth is Normal) " +
"and (RelativeAttackPower is Equal) " + "and (RelativeAttackPower is Equal) " +
"and (RelativeSpeed is Fast) " + "and (RelativeSpeed is Fast) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//8
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if (OwnHealth is NearDead) " + AddFuzzyRule("if (OwnHealth is NearDead) " +
"and (EnemyHealth is Normal) " + "and (EnemyHealth is Normal) " +
"and (RelativeAttackPower is Strong) " + "and (RelativeAttackPower is Strong) " +
"and (RelativeSpeed is Fast) " + "and (RelativeSpeed is Fast) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
//9 AddFuzzyRule("if (OwnHealth is NearDead) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if (OwnHealth is NearDead) " +
"and (EnemyHealth is Injured) " + "and (EnemyHealth is Injured) " +
"and (RelativeAttackPower is Equal) " + "and (RelativeAttackPower is Equal) " +
"and (RelativeSpeed is Fast) " + "and (RelativeSpeed is Fast) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
} }
public void CalculateFuzzy(List<Actor> ownUnits, List<Actor> enemyUnits)
public bool CanAttack(IEnumerable<Actor> ownUnits, IEnumerable<Actor> enemyUnits)
{ {
Dictionary<FuzzyVariable, double> inputValues = new Dictionary<FuzzyVariable, double>(); var inputValues = new Dictionary<FuzzyVariable, double>();
inputValues.Add(fuzzyEngine.InputByName("OwnHealth"), (double)NormalizedHealth(ownUnits, 100)); inputValues.Add(fuzzyEngine.InputByName("OwnHealth"), (double)NormalizedHealth(ownUnits, 100));
inputValues.Add(fuzzyEngine.InputByName("EnemyHealth"), (double)NormalizedHealth(enemyUnits, 100)); inputValues.Add(fuzzyEngine.InputByName("EnemyHealth"), (double)NormalizedHealth(enemyUnits, 100));
inputValues.Add(fuzzyEngine.InputByName("RelativeAttackPower"), (double)RelativePower(ownUnits, enemyUnits)); inputValues.Add(fuzzyEngine.InputByName("RelativeAttackPower"), (double)RelativePower(ownUnits, enemyUnits));
inputValues.Add(fuzzyEngine.InputByName("RelativeSpeed"), (double)RelativeSpeed(ownUnits, enemyUnits)); inputValues.Add(fuzzyEngine.InputByName("RelativeSpeed"), (double)RelativeSpeed(ownUnits, enemyUnits));
result = fuzzyEngine.Calculate(inputValues); var result = fuzzyEngine.Calculate(inputValues);
var attackChance = result[fuzzyEngine.OutputByName("AttackOrFlee")];
return !double.IsNaN(attackChance) && attackChance < 30.0;
} }
protected float NormalizedHealth(List<Actor> actors, float normalizeByValue) protected float NormalizedHealth(IEnumerable<Actor> actors, float normalizeByValue)
{ {
int sumOfMaxHp = 0; var sumOfMaxHp = 0;
int sumOfHp = 0; var sumOfHp = 0;
foreach (var a in actors) foreach (var a in actors)
{
if (a.HasTrait<Health>()) if (a.HasTrait<Health>())
{ {
sumOfMaxHp += a.Trait<Health>().MaxHP; sumOfMaxHp += a.Trait<Health>().MaxHP;
sumOfHp += a.Trait<Health>().HP; sumOfHp += a.Trait<Health>().HP;
} }
if (sumOfMaxHp == 0) return 0.0f; }
if (sumOfMaxHp == 0)
return 0.0f;
return (sumOfHp * normalizeByValue) / sumOfMaxHp; return (sumOfHp * normalizeByValue) / sumOfMaxHp;
} }
protected float RelativePower(List<Actor> own, List<Actor> enemy) protected float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
{ {
return RelativeValue(own, enemy, 100, SumOfValues<AttackBase>, (Actor a) => return RelativeValue(own, enemy, 100, SumOfValues<AttackBase>, (Actor a) =>
{ {
@@ -208,43 +201,50 @@ namespace OpenRA.Mods.RA.AI
}); });
} }
protected float RelativeSpeed(List<Actor> own, List<Actor> enemy) protected float RelativeSpeed(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
{ {
return RelativeValue(own, enemy, 100, Average<Mobile>, (Actor a) => a.Trait<Mobile>().Info.Speed); return RelativeValue(own, enemy, 100, Average<Mobile>, (Actor a) => a.Trait<Mobile>().Info.Speed);
} }
protected float RelativeValue(List<Actor> own, List<Actor> enemy, float normalizeByValue, protected float RelativeValue(IEnumerable<Actor> own, IEnumerable<Actor> enemy, float normalizeByValue,
Func<List<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue) Func<IEnumerable<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue)
{ {
if (enemy.Count == 0) if (!enemy.Any())
return 999.0f; return 999.0f;
if (own.Count == 0)
if (!own.Any())
return 0.0f; return 0.0f;
float relative = (relativeFunc(own, getValue) / relativeFunc(enemy, getValue)) * normalizeByValue; var relative = (relativeFunc(own, getValue) / relativeFunc(enemy, getValue)) * normalizeByValue;
return relative.Clamp(0.0f, 999.0f); return relative.Clamp(0.0f, 999.0f);
} }
protected float SumOfValues<Trait>(List<Actor> actors, Func<Actor, int> getValue) protected float SumOfValues<Trait>(IEnumerable<Actor> actors, Func<Actor, int> getValue)
{ {
int sum = 0; var sum = 0;
foreach (var a in actors) foreach (var a in actors)
if (a.HasTrait<Trait>()) if (a.HasTrait<Trait>())
sum += getValue(a); sum += getValue(a);
return sum; return sum;
} }
protected float Average<Trait>(List<Actor> actors, Func<Actor, int> getValue) protected float Average<Trait>(IEnumerable<Actor> actors, Func<Actor, int> getValue)
{ {
int sum = 0; var sum = 0;
int countActors = 0; var countActors = 0;
foreach (var a in actors) foreach (var a in actors)
{
if (a.HasTrait<Trait>()) if (a.HasTrait<Trait>())
{ {
sum += getValue(a); sum += getValue(a);
countActors++; countActors++;
} }
if (countActors == 0) return 0.0f; }
if (countActors == 0)
return 0.0f;
return sum / countActors; return sum / countActors;
} }
} }

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -9,13 +9,7 @@
#endregion #endregion
using System; using System;
using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.Mods.RA.Activities;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA.Mods.RA.AI namespace OpenRA.Mods.RA.AI
{ {
@@ -39,7 +33,7 @@ namespace OpenRA.Mods.RA.AI
public void Tick() public void Tick()
{ {
// Pick a free queue // Pick a free queue
var queue = ai.FindQueues( category ).FirstOrDefault(); var queue = ai.FindQueues(category).FirstOrDefault();
if (queue == null) if (queue == null)
return; return;
@@ -47,7 +41,6 @@ namespace OpenRA.Mods.RA.AI
switch (state) switch (state)
{ {
case BuildState.ChooseItem: case BuildState.ChooseItem:
{
var item = chooseItem(queue); var item = chooseItem(queue);
if (item == null) if (item == null)
{ {
@@ -60,24 +53,24 @@ namespace OpenRA.Mods.RA.AI
state = BuildState.WaitForProduction; state = BuildState.WaitForProduction;
ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1)); ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
} }
}
break; break;
case BuildState.WaitForProduction: case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */ if (currentBuilding == null)
return;
else if (currentBuilding.Paused) if (currentBuilding.Paused)
ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false)); ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done) else if (currentBuilding.Done)
{ {
state = BuildState.WaitForFeedback; state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks; lastThinkTick = ai.ticks;
/* place the building */ // Place the building
BuildingType type = BuildingType.Building; var type = BuildingType.Building;
if(Rules.Info[currentBuilding.Item].Traits.Contains<AttackBaseInfo>()) if (Rules.Info[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
type = BuildingType.Defense; type = BuildingType.Defense;
else if(Rules.Info[currentBuilding.Item].Traits.Contains<OreRefineryInfo>()) else if (Rules.Info[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
type = BuildingType.Refinery; type = BuildingType.Refinery;
var location = ai.ChooseBuildLocation(currentBuilding.Item, type); var location = ai.ChooseBuildLocation(currentBuilding.Item, type);
@@ -95,6 +88,7 @@ namespace OpenRA.Mods.RA.AI
}); });
} }
} }
break; break;
case BuildState.WaitForFeedback: case BuildState.WaitForFeedback:
@@ -105,4 +99,3 @@ namespace OpenRA.Mods.RA.AI
} }
} }
} }

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@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -8,12 +8,6 @@
*/ */
#endregion #endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using AI.Fuzzy.Library;
namespace OpenRA.Mods.RA.AI namespace OpenRA.Mods.RA.AI
{ {
class RushFuzzy : AttackOrFleeFuzzy class RushFuzzy : AttackOrFleeFuzzy
@@ -22,18 +16,17 @@ namespace OpenRA.Mods.RA.AI
protected override void AddingRulesForNormalOwnHealth() protected override void AddingRulesForNormalOwnHealth()
{ {
//1 OwnHealth is Normal AddFuzzyRule("if ((OwnHealth is Normal) " +
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " + "and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and (RelativeAttackPower is Strong) " + "and (RelativeAttackPower is Strong) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Attack")); "then AttackOrFlee is Attack");
fuzzyEngine.Rules.Add(fuzzyEngine.ParseRule("if ((OwnHealth is Normal) " + AddFuzzyRule("if ((OwnHealth is Normal) " +
"and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " + "and ((EnemyHealth is NearDead) or (EnemyHealth is Injured) or (EnemyHealth is Normal)) " +
"and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal)) " + "and ((RelativeAttackPower is Weak) or (RelativeAttackPower is Equal)) " +
"and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " + "and ((RelativeSpeed is Slow) or (RelativeSpeed is Equal) or (RelativeSpeed is Fast))) " +
"then AttackOrFlee is Flee")); "then AttackOrFlee is Flee");
} }
} }
} }

View File

@@ -0,0 +1,84 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 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.FileFormats;
using OpenRA.Traits;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA.Mods.RA.AI
{
public enum SquadType { Assault, Air, Rush, Protection }
public class Squad
{
public List<Actor> units = new List<Actor>();
public SquadType type;
internal World world;
internal HackyAI bot;
internal XRandom random;
internal Target target;
internal StateMachine fsm;
//fuzzy
internal AttackOrFleeFuzzy attackOrFleeFuzzy = new AttackOrFleeFuzzy();
public Squad(HackyAI bot, SquadType type) : this(bot, type, null) { }
public Squad(HackyAI bot, SquadType type, Actor target)
{
this.bot = bot;
this.world = bot.world;
this.random = bot.random;
this.type = type;
this.target = Traits.Target.FromActor(target);
fsm = new StateMachine();
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
fsm.ChangeState(this, new GroundUnitsIdleState(), true);
break;
case SquadType.Air:
fsm.ChangeState(this, new AirIdleState(), true);
break;
case SquadType.Protection:
fsm.ChangeState(this, new UnitsForProtectionIdleState(), true);
break;
}
}
public void Update()
{
if (IsValid)
fsm.Update(this);
}
public bool IsValid { get { return units.Any(); } }
public Actor Target
{
get { return target.Actor; }
set { target = Traits.Target.FromActor(value); }
}
public bool TargetIsValid
{
get { return target.IsValidFor(units.FirstOrDefault()) && !target.Actor.HasTrait<Husk>(); }
}
public WPos CenterPosition { get { return units.Select(u => u.CenterPosition).Average(); } }
}
}

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -12,68 +12,38 @@ namespace OpenRA.Mods.RA.AI
{ {
class StateMachine class StateMachine
{ {
//a pointer to the agent that owns this instance IState currentState;
private Squad owner; IState previousState;
private IState currentState; public void Update(Squad squad)
//a record of the last state the agent was in
private IState previousState;
public StateMachine(Squad owner)
{ {
this.owner = owner; currentState.Tick(squad);
} }
public IState CurrentState public void ChangeState(Squad squad, IState newState, bool rememberPrevious)
{ {
get { return currentState; } if (rememberPrevious)
set { currentState = value; }
}
public IState PreviousState
{
get { return previousState; }
set { previousState = value; }
}
//call this to update the FSM
public void UpdateFsm()
{
currentState.Execute(owner);
}
//change to a new state
//boolean variable isSaveCurrentState respons on save or not current state
public void ChangeState(IState newState, bool saveCurrentState)
{
if (saveCurrentState)
//keep a record of the previous state
previousState = currentState; previousState = currentState;
//call the exit method of the existing state if (currentState != null)
if(currentState != null) currentState.Deactivate(squad);
currentState.Exit(owner);
//change state to the new state
if (newState != null) if (newState != null)
currentState = newState; currentState = newState;
//call the entry method of the new state currentState.Activate(squad);
currentState.Enter(owner);
} }
//change state back to the previous state public void RevertToPreviousState(Squad squad, bool saveCurrentState)
public void RevertToPreviousState(bool saveCurrentState)
{ {
ChangeState(previousState, saveCurrentState); ChangeState(squad, previousState, saveCurrentState);
} }
} }
interface IState interface IState
{ {
void Enter(Squad bot); void Activate(Squad bot);
void Execute(Squad bot); void Tick(Squad bot);
void Exit(Squad bot); void Deactivate(Squad bot);
} }
} }

View File

@@ -0,0 +1,258 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 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.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Air;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
abstract class AirStateBase : StateBase
{
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.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
&& !unit.IsDisabled())
{
var arms = unit.TraitsImplementing<Armament>();
foreach (var a in arms)
{
if (a.Weapon.ValidTargets.Contains("Air"))
{
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 world = owner.world;
detectedEnemyTarget = null;
var x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
var y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.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, pos.CenterPosition, 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 unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
.Where(unit => owner.bot.p.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 limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return limitedAmmo != null && limitedAmmo.FullAmmo();
}
protected static bool HasAmmo(Actor a)
{
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return limitedAmmo != null && limitedAmmo.HasAmmo();
}
protected static bool ReloadsAutomatically(Actor a)
{
return a.HasTrait<Reloads>();
}
protected static bool IsRearm(Actor a)
{
var activity = a.GetCurrentActivity();
if (activity == null)
return false;
var type = activity.GetType();
if (type == typeof(OpenRA.Mods.RA.Activities.Rearm) || type == typeof(ResupplyAircraft))
return true;
var next = activity.NextActivity;
if (next == null)
return false;
var nextType = next.GetType();
if (nextType == typeof(OpenRA.Mods.RA.Activities.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.fsm.ChangeState(owner, new AirFleeState(), true);
return;
}
var e = FindDefenselessTarget(owner);
if (e == null)
return;
owner.Target = e;
owner.fsm.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.TargetIsValid)
{
var a = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(a.CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(owner, new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.Target.CenterPosition))
{
owner.fsm.ChangeState(owner, new AirFleeState(), true);
return;
}
foreach (var a in owner.units)
{
if (BusyAttack(a))
continue;
if (!ReloadsAutomatically(a))
{
if (!HasAmmo(a))
{
if (IsRearm(a))
continue;
owner.world.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
if (IsRearm(a))
continue;
}
if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
}
}
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.world.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
}
owner.fsm.ChangeState(owner, new AirIdleState(), true);
}
public void Deactivate(Squad owner) { }
}
}

View File

@@ -0,0 +1,171 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 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.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
abstract class GroundStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => !owner.attackOrFleeFuzzy.CanAttack(owner.units, enemies));
}
}
class GroundUnitsIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.TargetIsValid)
{
var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().CenterPosition);
if (t == null) return;
owner.Target = t;
}
var enemyUnits = owner.world.FindActorsInCircle(owner.Target.CenterPosition, WRange.FromCells(10))
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Any())
{
if (owner.attackOrFleeFuzzy.CanAttack(owner.units, enemyUnits))
{
foreach (var u in owner.units)
owner.world.IssueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.Target.CenterPosition.ToCPos() });
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.fsm.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
return;
}
else
owner.fsm.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.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
Actor leader = owner.units.ClosestTo(owner.Target.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.units.Count) / 3)
.Where(a => a.Owner == owner.units.FirstOrDefault().Owner && owner.units.Contains(a)).ToList();
if (ownUnits.Count < owner.units.Count)
{
owner.world.IssueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.units.Where(a => !ownUnits.Contains(a)))
owner.world.IssueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.CenterPosition.ToCPos() });
}
else
{
var enemys = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
.Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
var enemynearby = enemys.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList();
if (enemynearby.Any())
{
owner.Target = enemynearby.ClosestTo(leader.CenterPosition);
owner.fsm.ChangeState(owner, new GroundUnitsAttackState(), true);
return;
}
else
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
}
if (ShouldFlee(owner))
{
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
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.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterPosition);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.units)
if (!BusyAttack(a))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterPosition) });
if (ShouldFlee(owner))
{
owner.fsm.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
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.fsm.ChangeState(owner, new GroundUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.units.Clear(); }
}
}

View File

@@ -0,0 +1,66 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 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.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
class UnitsForProtectionIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner) { owner.fsm.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.Target = owner.bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
if (owner.Target == null)
{
owner.fsm.ChangeState(owner, new UnitsForProtectionFleeState(), true);
return;
}
}
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.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.fsm.ChangeState(owner, new UnitsForProtectionIdleState(), true);
}
public void Deactivate(Squad owner) { owner.units.Clear(); }
}
}

View File

@@ -0,0 +1,96 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 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.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.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.p).Select(a => a.Actor).ToArray();
if (buildings.Length > 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(OpenRA.Mods.RA.Activities.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(OpenRA.Mods.RA.Activities.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) != null)
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.p && unit.HasTrait<Building>());
if (ownBaseBuildingAround.Any())
return false;
var enemyAroundUnit = units.Where(unit => squad.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
if (!enemyAroundUnit.Any())
return false;
return flee(enemyAroundUnit);
}
}
}

View File

@@ -466,6 +466,11 @@
<Compile Include="Orders\EnterAlliedActorTargeter.cs" /> <Compile Include="Orders\EnterAlliedActorTargeter.cs" />
<Compile Include="Render\WithIdleOverlay.cs" /> <Compile Include="Render\WithIdleOverlay.cs" />
<Compile Include="Tooltip.cs" /> <Compile Include="Tooltip.cs" />
<Compile Include="AI\Squad.cs" />
<Compile Include="AI\States\StateBase.cs" />
<Compile Include="AI\States\GroundStates.cs" />
<Compile Include="AI\States\ProtectionStates.cs" />
<Compile Include="AI\States\AirStates.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj"> <ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
@@ -519,4 +524,7 @@ cd "$(SolutionDir)thirdparty/"
copy "FuzzyLogicLibrary.dll" "$(SolutionDir)" copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
cd "$(SolutionDir)"</PostBuildEvent> cd "$(SolutionDir)"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<Folder Include="AI\States\" />
</ItemGroup>
</Project> </Project>