#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class GroundStateBase : StateBase
{
Actor leader;
///
/// Elects a unit to lead the squad, other units in the squad will regroup to the leader if they start to spread out.
/// The leader remains the same unless a new one is forced or the leader is no longer part of the squad.
///
protected Actor Leader(Squad owner)
{
if (leader == null || !owner.Units.Contains(leader))
leader = NewLeader(owner);
return leader;
}
static Actor NewLeader(Squad owner)
{
IEnumerable units = owner.Units;
// Identify the Locomotor with the most restrictive passable terrain list. For squads with mixed
// locomotors, we hope to choose the most restrictive option. This means we won't nominate a leader who has
// more options. This avoids situations where we would nominate a hovercraft as the leader and tanks would
// fail to follow it because they can't go over water. By forcing us to choose a unit with limited movement
// options, we maximise the chance other units will be able to follow it. We could still be screwed if the
// squad has a mix of units with disparate movement, e.g. land units and naval units. We must trust the
// squad has been formed from a set of units that don't suffer this problem.
var leastCommonDenominator = units
.Select(a => a.TraitOrDefault()?.Locomotor)
.Where(l => l != null)
.MinByOrDefault(l => l.Info.TerrainSpeeds.Count)
?.Info.TerrainSpeeds.Count;
if (leastCommonDenominator != null)
units = units.Where(a => a.TraitOrDefault()?.Locomotor.Info.TerrainSpeeds.Count == leastCommonDenominator).ToList();
// Choosing a unit in the center reduces the need for an immediate regroup.
var centerPosition = units.Select(a => a.CenterPosition).Average();
return units.MinBy(a => (a.CenterPosition - centerPosition).LengthSquared);
}
protected virtual bool ShouldFlee(Squad owner)
{
return ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected (Actor Actor, WVec Offset) NewLeaderAndFindClosestEnemy(Squad owner)
{
leader = null; // Force a new leader to be elected, useful if we are targeting a new enemy.
return owner.SquadManager.FindClosestEnemy(Leader(owner));
}
protected IEnumerable<(Actor Actor, WVec Offset)> FindEnemies(Squad owner, IEnumerable actors)
{
return owner.SquadManager.FindEnemies(
actors,
Leader(owner));
}
protected static Actor ClosestToEnemy(Squad owner)
{
return SquadManagerBotModule.ClosestTo(owner.Units, owner.TargetActor);
}
}
sealed class GroundUnitsIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid(Leader(owner)))
{
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
owner.SetActorToTarget(closestEnemy);
if (closestEnemy.Actor == null)
return;
}
var enemyUnits =
FindEnemies(owner,
owner.World.FindActorsInCircle(owner.Target.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius)))
.Select(x => x.Actor)
.ToList();
if (enemyUnits.Count == 0)
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
sealed class GroundUnitsAttackMoveState : GroundStateBase, IState
{
int lastUpdatedTick;
CPos? lastLeaderLocation;
Actor lastTarget;
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid(Leader(owner)))
{
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
owner.SetActorToTarget(closestEnemy);
if (closestEnemy.Actor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
var leader = Leader(owner);
if (leader.Location != lastLeaderLocation)
{
lastLeaderLocation = leader.Location;
lastUpdatedTick = owner.World.WorldTick;
}
if (owner.TargetActor != lastTarget)
{
lastTarget = owner.TargetActor;
lastUpdatedTick = owner.World.WorldTick;
}
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
// This works around the squad being stuck trying to attack-move to a location
// that they cannot path to, generating expensive pathfinding calls each tick.
if (owner.World.WorldTick > lastUpdatedTick + 63)
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
return;
}
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(owner.Units.Contains).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
var units = owner.Units.Where(a => !ownUnits.Contains(a)).ToArray();
owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, leader.Location), false, groupedActors: units));
}
else
{
var target = owner.SquadManager.FindClosestEnemy(leader, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius));
if (target.Actor != null)
{
owner.SetActorToTarget(target);
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
}
else
owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
sealed class GroundUnitsAttackState : GroundStateBase, IState
{
int lastUpdatedTick;
CPos? lastLeaderLocation;
Actor lastTarget;
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid(Leader(owner)))
{
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
owner.SetActorToTarget(closestEnemy);
if (closestEnemy.Actor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
var leader = Leader(owner);
if (leader.Location != lastLeaderLocation)
{
lastLeaderLocation = leader.Location;
lastUpdatedTick = owner.World.WorldTick;
}
if (owner.TargetActor != lastTarget)
{
lastTarget = owner.TargetActor;
lastUpdatedTick = owner.World.WorldTick;
}
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
// This works around the squad being stuck trying to attack-move to a location
// that they cannot path to, generating expensive pathfinding calls each tick.
if (owner.World.WorldTick > lastUpdatedTick + 63)
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
return;
}
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("AttackMove", a, owner.Target, false));
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
sealed class GroundUnitsFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.SquadManager.UnregisterSquad(owner); }
}
}