#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.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 AirStateBase : StateBase { static readonly string[] AirTargetTypes = new[] { "Air" }; protected const int MissileUnitMultiplier = 3; protected static int CountAntiAirUnits(IEnumerable units) { if (!units.Any()) return 0; var missileUnitsCount = 0; foreach (var unit in units) { if (unit != null && unit.HasTrait() && !unit.HasTrait() && !unit.IsDisabled()) { var arms = unit.TraitsImplementing(); foreach (var a in arms) { if (a.Weapon.IsValidTarget(AirTargetTypes)) { 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 map = owner.World.Map; detectedEnemyTarget = null; var x = (map.MapSize.X % DangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + DangerRadius; var y = (map.MapSize.Y % DangerRadius) == 0 ? map.MapSize.Y : 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, map.CenterOfCell(pos), 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, WDist.FromCells(DangerRadius)) .Where(unit => owner.Bot.Player.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 ammoPools = a.TraitsImplementing(); return ammoPools.All(x => x.FullAmmo()); } protected static bool HasAmmo(Actor a) { var ammoPools = a.TraitsImplementing(); return ammoPools.All(x => x.HasAmmo()); } protected static bool ReloadsAutomatically(Actor a) { var ammoPools = a.TraitsImplementing(); return ammoPools.All(x => x.Info.SelfReloads); } protected static bool IsRearm(Actor a) { var activity = a.GetCurrentActivity(); if (activity == null) return false; var type = activity.GetType(); if (type == typeof(Rearm) || type == typeof(ResupplyAircraft)) return true; var next = activity.NextActivity; if (next == null) return false; var nextType = next.GetType(); if (nextType == typeof(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.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true); return; } var e = FindDefenselessTarget(owner); if (e == null) return; owner.TargetActor = e; owner.FuzzyStateMachine.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.IsTargetValid) { var a = owner.Units.Random(owner.Random); var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition); if (closestEnemy != null) owner.TargetActor = closestEnemy; else { owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true); return; } } if (!NearToPosSafely(owner, owner.TargetActor.CenterPosition)) { owner.FuzzyStateMachine.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.Bot.QueueOrder(new Order("ReturnToBase", a, false)); continue; } if (IsRearm(a)) continue; } if (owner.TargetActor.HasTrait() && CanAttackTarget(a, owner.TargetActor)) owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor }); } } 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.Bot.QueueOrder(new Order("ReturnToBase", a, false)); continue; } owner.Bot.QueueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) }); } owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true); } public void Deactivate(Squad owner) { } } }