Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/States/AirStates.cs
2023-09-11 14:33:32 +03:00

224 lines
5.6 KiB
C#

#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 AirStateBase : StateBase
{
protected const int MissileUnitMultiplier = 3;
protected static int CountAntiAirUnits(Squad owner, IReadOnlyCollection<Actor> units)
{
if (units.Count == 0)
return 0;
var missileUnitsCount = 0;
foreach (var unit in units)
{
if (unit == null || unit.Info.HasTraitInfo<AircraftInfo>())
continue;
foreach (var ab in unit.TraitsImplementing<AttackBase>())
{
if (ab.IsTraitDisabled || ab.IsTraitPaused)
continue;
foreach (var a in ab.Armaments)
{
if (a.Weapon.IsValidTarget(owner.SquadManager.Info.AircraftTargetType))
{
missileUnitsCount++;
break;
}
}
}
}
return missileUnitsCount;
}
protected static Actor FindDefenselessTarget(Squad owner)
{
FindSafePlace(owner, out var target, true);
return target;
}
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{
var map = owner.World.Map;
var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
detectedEnemyTarget = null;
var columnCount = (map.MapSize.X + dangerRadius - 1) / dangerRadius;
var rowCount = (map.MapSize.Y + dangerRadius - 1) / dangerRadius;
var checkIndices = Exts.MakeArray(columnCount * rowCount, i => i).Shuffle(owner.World.LocalRandom);
foreach (var i in checkIndices)
{
var pos = new MPos(i % columnCount * dangerRadius + dangerRadius / 2, i / columnCount * dangerRadius + dangerRadius / 2).ToCPos(map);
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)
{
return NearToPosSafely(owner, loc, out _);
}
protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
{
detectedEnemyTarget = null;
var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
.Where(owner.SquadManager.IsPreferredEnemyUnit).ToList();
if (unitsAroundPos.Count == 0)
return true;
if (CountAntiAirUnits(owner, unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
{
detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
return true;
}
return false;
}
// Checks the number of anti air enemies around units
protected virtual bool ShouldFlee(Squad owner)
{
return ShouldFlee(owner, enemies => CountAntiAirUnits(owner, enemies) * MissileUnitMultiplier > owner.Units.Count);
}
}
sealed 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.SetActorToTarget((e, WVec.Zero));
owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
}
public void Deactivate(Squad owner) { }
}
sealed 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.SquadManager.FindClosestEnemy(a);
owner.SetActorToTarget(closestEnemy);
if (closestEnemy.Actor == null)
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.Target.CenterPosition))
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
foreach (var a in owner.Units)
{
if (BusyAttack(a))
continue;
var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()))
{
if (IsRearming(a))
continue;
if (!HasAmmo(ammoPools))
{
owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
continue;
}
}
if (CanAttackTarget(a, owner.TargetActor))
owner.Bot.QueueOrder(new Order("Attack", a, owner.Target, false));
}
}
public void Deactivate(Squad owner) { }
}
sealed class AirFleeState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
foreach (var a in owner.Units)
{
var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()) && !FullAmmo(ammoPools))
{
if (IsRearming(a))
continue;
owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
continue;
}
owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
}
owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
}
public void Deactivate(Squad owner) { }
}
}