Initial cleanup of AirStates.

This commit is contained in:
Paul Chote
2013-08-24 12:35:14 +12:00
parent d46c535850
commit c3da842b06

View File

@@ -17,66 +17,63 @@ namespace OpenRA.Mods.RA.AI
{ {
abstract class AirStateBase : StateBase abstract class AirStateBase : StateBase
{ {
protected const int missileUnitsMultiplier = 3; protected const int MissileUnitMultiplier = 3;
protected static int CountAntiAirUnits(IEnumerable<Actor> units) protected static int CountAntiAirUnits(IEnumerable<Actor> units)
{ {
if (!units.Any()) if (!units.Any())
return 0; return 0;
int missileUnitsCount = 0; var missileUnitsCount = 0;
foreach (var unit in units) foreach (var unit in units)
{
if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
&& !unit.IsDisabled()) && !unit.IsDisabled())
{ {
var arms = unit.TraitsImplementing<Armament>(); var arms = unit.TraitsImplementing<Armament>();
foreach (var a in arms) foreach (var a in arms)
{
if (a.Weapon.ValidTargets.Contains("Air")) if (a.Weapon.ValidTargets.Contains("Air"))
{ {
missileUnitsCount++; missileUnitsCount++;
break; break;
} }
} }
return missileUnitsCount; }
} }
//checks the number of anti air enemies around units return missileUnitsCount;
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * missileUnitsMultiplier > owner.units.Count);
} }
protected static Actor FindDefenselessTarget(Squad owner) protected static Actor FindDefenselessTarget(Squad owner)
{ {
Actor target = null; Actor target = null;
FindSafePlace(owner, out target, true); FindSafePlace(owner, out target, true);
return target;
return target == null ? null : target;
} }
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget) protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{ {
World world = owner.world; var world = owner.world;
detectedEnemyTarget = null; detectedEnemyTarget = null;
int x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius; var x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
int y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius; var y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;
for (int i = 0; i < x; i += DangerRadius * 2) for (var i = 0; i < x; i += DangerRadius * 2)
for (int j = 0; j < y; j += DangerRadius * 2)
{ {
CPos pos = new CPos(i, j); for (var j = 0; j < y; j += DangerRadius * 2)
{
var pos = new CPos(i, j);
if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget)) if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget))
{ {
if (needTarget) if (needTarget && detectedEnemyTarget == null)
{
if (detectedEnemyTarget == null)
continue; continue;
else
return pos;
}
return pos; return pos;
} }
} }
}
return null; return null;
} }
@@ -92,31 +89,28 @@ namespace OpenRA.Mods.RA.AI
var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius)) var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList(); .Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
int missileUnitsCount = 0; if (!unitsAroundPos.Any())
if (unitsAroundPos.Count > 0) return true;
{
missileUnitsCount = CountAntiAirUnits(unitsAroundPos); if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.units.Count)
if (missileUnitsCount * missileUnitsMultiplier < owner.units.Count)
{ {
detectedEnemyTarget = unitsAroundPos.Random(owner.random); detectedEnemyTarget = unitsAroundPos.Random(owner.random);
return true; return true;
} }
else
return false; return false;
} }
return true;
}
protected static bool FullAmmo(Actor a) protected static bool FullAmmo(Actor a)
{ {
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>(); var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return (limitedAmmo != null && limitedAmmo.FullAmmo()); return limitedAmmo != null && limitedAmmo.FullAmmo();
} }
protected static bool HasAmmo(Actor a) protected static bool HasAmmo(Actor a)
{ {
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>(); var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return (limitedAmmo != null && limitedAmmo.HasAmmo()); return limitedAmmo != null && limitedAmmo.HasAmmo();
} }
protected static bool IsReloadable(Actor a) protected static bool IsReloadable(Actor a)
@@ -126,15 +120,29 @@ namespace OpenRA.Mods.RA.AI
protected static bool IsRearm(Actor a) protected static bool IsRearm(Actor a)
{ {
if (a.GetCurrentActivity() == null) return false; var activity = a.GetCurrentActivity();
if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) || if (activity == null)
a.GetCurrentActivity().GetType() == typeof(ResupplyAircraft) ||
(a.GetCurrentActivity().NextActivity != null &&
(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) ||
a.GetCurrentActivity().NextActivity.GetType() == typeof(ResupplyAircraft)))
)
return true;
return false; 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);
} }
} }
@@ -156,12 +164,10 @@ namespace OpenRA.Mods.RA.AI
var e = FindDefenselessTarget(owner); var e = FindDefenselessTarget(owner);
if (e == null) if (e == null)
return; return;
else
{
owner.Target = e; owner.Target = e;
owner.fsm.ChangeState(owner, new AirAttackState(), true); owner.fsm.ChangeState(owner, new AirAttackState(), true);
} }
}
public void Deactivate(Squad owner) { } public void Deactivate(Squad owner) { }
} }
@@ -198,6 +204,7 @@ namespace OpenRA.Mods.RA.AI
{ {
if (BusyAttack(a)) if (BusyAttack(a))
continue; continue;
if (!IsReloadable(a)) if (!IsReloadable(a))
{ {
if (!HasAmmo(a)) if (!HasAmmo(a))
@@ -207,9 +214,11 @@ namespace OpenRA.Mods.RA.AI
owner.world.IssueOrder(new Order("ReturnToBase", a, false)); owner.world.IssueOrder(new Order("ReturnToBase", a, false));
continue; continue;
} }
if (IsRearm(a)) if (IsRearm(a))
continue; continue;
} }
if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target)) if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target }); owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
} }
@@ -229,16 +238,19 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in owner.units) foreach (var a in owner.units)
{ {
if (!IsReloadable(a)) // TODO: This looks wrong - don't we want IsReloadable non-negated?
if (!FullAmmo(a)) if (!IsReloadable(a) && !FullAmmo(a))
{ {
if (IsRearm(a)) if (IsRearm(a))
continue; continue;
owner.world.IssueOrder(new Order("ReturnToBase", a, false)); owner.world.IssueOrder(new Order("ReturnToBase", a, false));
continue; continue;
} }
owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) }); owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
} }
owner.fsm.ChangeState(owner, new AirIdleState(), true); owner.fsm.ChangeState(owner, new AirIdleState(), true);
} }