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