Extract AI support power handling to AISupportPowerManager

This commit is contained in:
reaperrr
2018-03-08 23:29:12 +01:00
committed by abcdefg30
parent 3c1b129158
commit e2979658a2
3 changed files with 179 additions and 141 deletions

View File

@@ -267,19 +267,16 @@ namespace OpenRA.Mods.Common.AI
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
CPos initialBaseCenter;
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
FrozenActorLayer frozenLayer;
int ticks;
BitArray resourceTypeIndices;
AIHarvesterManager harvManager;
AISupportPowerManager supportPowerManager;
List<BaseBuilder> builders = new List<BaseBuilder>();
@@ -318,9 +315,6 @@ namespace OpenRA.Mods.Common.AI
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
}
@@ -336,11 +330,10 @@ namespace OpenRA.Mods.Common.AI
Player = p;
IsEnabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
frozenLayer = p.PlayerActor.Trait<FrozenActorLayer>();
harvManager = new AIHarvesterManager(this, p);
supportPowerManager = new AISupportPowerManager(this, p);
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
@@ -551,7 +544,7 @@ namespace OpenRA.Mods.Common.AI
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
TryToUseSupportPower(self);
supportPowerManager.TryToUseSupportPower(self);
foreach (var b in builders)
b.Tick();
@@ -918,137 +911,6 @@ namespace OpenRA.Mods.Common.AI
return mcv;
}
void TryToUseSupportPower(Actor self)
{
if (supportPowerMngr == null)
return;
foreach (var sp in supportPowerMngr.Powers.Values)
{
if (sp.Disabled)
continue;
// Add power to dictionary if not in delay dictionary yet
if (!waitingPowers.ContainsKey(sp))
waitingPowers.Add(sp, 0);
if (waitingPowers[sp] > 0)
waitingPowers[sp]--;
// If we have recently tried and failed to find a use location for a power, then do not try again until later
var isDelayed = waitingPowers[sp] > 0;
if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName))
{
var powerDecision = powerDecisions[sp.Info.OrderName];
if (powerDecision == null)
{
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
continue;
}
var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
if (attackLocation == null)
{
BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
continue;
}
// Found a target location, check for precise target
attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
if (attackLocation == null)
{
BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
continue;
}
// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, Player.PlayerName);
waitingPowers[sp] += 10;
QueueOrder(new Order(sp.Key, supportPowerMngr.Self, Target.FromCell(World, attackLocation.Value), false) { SuppressVisualFeedback = true });
}
}
}
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary>
CPos? FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower)
{
CPos? bestLocation = null;
var bestAttractiveness = 0;
var powerDecision = powerDecisions[readyPower.Info.OrderName];
if (powerDecision == null)
{
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
return null;
}
var map = World.Map;
var checkRadius = powerDecision.CoarseScanRadius;
for (var i = 0; i < map.MapSize.X; i += checkRadius)
{
for (var j = 0; j < map.MapSize.Y; j += checkRadius)
{
var tl = new MPos(i, j);
var br = new MPos(i + checkRadius, j + checkRadius);
var region = new CellRegion(map.Grid.Type, tl, br);
// HACK: The AI code should not be messing with raw coordinate transformations
var wtl = World.Map.CenterOfCell(tl.ToCPos(map));
var wbr = World.Map.CenterOfCell(br.ToCPos(map));
var targets = World.ActorMap.ActorsInBox(wtl, wbr);
var frozenTargets = frozenLayer.FrozenActorsInRegion(region);
var consideredAttractiveness = powerDecision.GetAttractiveness(targets, Player) + powerDecision.GetAttractiveness(frozenTargets, Player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new MPos(i, j).ToCPos(map);
}
}
return bestLocation;
}
/// <summary>Detail scans an area, evaluating positions.</summary>
CPos? FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1)
{
CPos? bestLocation = null;
var bestAttractiveness = 0;
var powerDecision = powerDecisions[readyPower.Info.OrderName];
if (powerDecision == null)
{
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
return null;
}
var checkRadius = powerDecision.CoarseScanRadius;
var fineCheck = powerDecision.FineScanRadius;
for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck)
{
var x = checkPos.X + i;
for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
{
var y = checkPos.Y + j;
var pos = World.Map.CenterOfCell(new CPos(x, y));
var consideredAttractiveness = 0;
consideredAttractiveness += powerDecision.GetAttractiveness(pos, Player, frozenLayer);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new CPos(x, y);
}
}
return bestLocation;
}
internal IEnumerable<ProductionQueue> FindQueues(string category)
{
return World.ActorsWithTrait<ProductionQueue>()