224 lines
5.6 KiB
C#
224 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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{
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abstract class AirStateBase : StateBase
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{
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(Squad owner, IReadOnlyCollection<Actor> units)
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{
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if (units.Count == 0)
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return 0;
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var missileUnitsCount = 0;
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foreach (var unit in units)
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{
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if (unit == null || unit.Info.HasTraitInfo<AircraftInfo>())
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continue;
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foreach (var ab in unit.TraitsImplementing<AttackBase>())
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{
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if (ab.IsTraitDisabled || ab.IsTraitPaused)
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continue;
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foreach (var a in ab.Armaments)
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{
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if (a.Weapon.IsValidTarget(owner.SquadManager.Info.AircraftTargetType))
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{
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missileUnitsCount++;
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break;
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}
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}
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}
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}
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return missileUnitsCount;
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}
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protected static Actor FindDefenselessTarget(Squad owner)
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{
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FindSafePlace(owner, out var target, true);
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return target;
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}
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protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
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{
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var map = owner.World.Map;
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var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
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detectedEnemyTarget = null;
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var columnCount = (map.MapSize.X + dangerRadius - 1) / dangerRadius;
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var rowCount = (map.MapSize.Y + dangerRadius - 1) / dangerRadius;
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var checkIndices = Exts.MakeArray(columnCount * rowCount, i => i).Shuffle(owner.World.LocalRandom);
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foreach (var i in checkIndices)
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{
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var pos = new MPos(i % columnCount * dangerRadius + dangerRadius / 2, i / columnCount * dangerRadius + dangerRadius / 2).ToCPos(map);
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if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
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{
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if (needTarget && detectedEnemyTarget == null)
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continue;
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return pos;
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}
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}
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return null;
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc)
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{
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return NearToPosSafely(owner, loc, out _);
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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detectedEnemyTarget = null;
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var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
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var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
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.Where(owner.SquadManager.IsPreferredEnemyUnit).ToList();
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if (unitsAroundPos.Count == 0)
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return true;
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if (CountAntiAirUnits(owner, unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
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{
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detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
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return true;
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}
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return false;
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}
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// Checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return ShouldFlee(owner, enemies => CountAntiAirUnits(owner, enemies) * MissileUnitMultiplier > owner.Units.Count);
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}
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}
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sealed class AirIdleState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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var e = FindDefenselessTarget(owner);
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if (e == null)
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return;
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owner.SetActorToTarget((e, WVec.Zero));
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owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class AirAttackState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid())
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{
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var a = owner.Units.Random(owner.Random);
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var closestEnemy = owner.SquadManager.FindClosestEnemy(a);
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owner.SetActorToTarget(closestEnemy);
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if (closestEnemy.Actor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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}
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if (!NearToPosSafely(owner, owner.Target.CenterPosition))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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foreach (var a in owner.Units)
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{
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if (BusyAttack(a))
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continue;
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var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
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if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()))
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{
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if (IsRearming(a))
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continue;
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if (!HasAmmo(ammoPools))
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{
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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}
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if (CanAttackTarget(a, owner.TargetActor))
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owner.Bot.QueueOrder(new Order("Attack", a, owner.Target, false));
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}
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class AirFleeState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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foreach (var a in owner.Units)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
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if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()) && !FullAmmo(ammoPools))
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{
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if (IsRearming(a))
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continue;
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
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}
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owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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}
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