454 lines
15 KiB
C#
454 lines
15 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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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.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything }
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[RequireExplicitImplementation]
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public interface IActivityNotifyStanceChanged : IActivityInterface
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{
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void StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance);
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}
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[RequireExplicitImplementation]
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public interface INotifyStanceChanged
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{
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void StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance);
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}
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[Desc("The actor will automatically engage the enemy when it is in range.")]
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public class AutoTargetInfo : ConditionalTraitInfo, Requires<AttackBaseInfo>, IEditorActorOptions
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{
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[Desc("It will try to hunt down the enemy if it is set to AttackAnything.")]
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public readonly bool AllowMovement = true;
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[Desc("It will try to pivot to face the enemy if stance is not HoldFire.")]
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public readonly bool AllowTurning = true;
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[Desc("Set to a value >1 to override weapons maximum range for this.")]
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public readonly int ScanRadius = -1;
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[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.",
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"Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike.")]
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public readonly UnitStance InitialStanceAI = UnitStance.AttackAnything;
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[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players.")]
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public readonly UnitStance InitialStance = UnitStance.Defend;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while in the HoldFire stance.")]
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public readonly string HoldFireCondition = null;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while in the ReturnFire stance.")]
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public readonly string ReturnFireCondition = null;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while in the Defend stance.")]
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public readonly string DefendCondition = null;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while in the AttackAnything stance.")]
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public readonly string AttackAnythingCondition = null;
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[FieldLoader.Ignore]
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public readonly Dictionary<UnitStance, string> ConditionByStance = new Dictionary<UnitStance, string>();
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[Desc("Allow the player to change the unit stance.")]
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public readonly bool EnableStances = true;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MinimumScanTimeInterval = 3;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MaximumScanTimeInterval = 8;
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[Desc("Display order for the stance dropdown in the map editor")]
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public readonly int EditorStanceDisplayOrder = 1;
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public override object Create(ActorInitializer init) { return new AutoTarget(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo info)
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{
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base.RulesetLoaded(rules, info);
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if (HoldFireCondition != null)
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ConditionByStance[UnitStance.HoldFire] = HoldFireCondition;
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if (ReturnFireCondition != null)
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ConditionByStance[UnitStance.ReturnFire] = ReturnFireCondition;
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if (DefendCondition != null)
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ConditionByStance[UnitStance.Defend] = DefendCondition;
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if (AttackAnythingCondition != null)
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ConditionByStance[UnitStance.AttackAnything] = AttackAnythingCondition;
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}
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IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
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{
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// Indexed by UnitStance
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var stances = new[] { "holdfire", "returnfire", "defend", "attackanything" };
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var labels = new Dictionary<string, string>()
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{
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{ "holdfire", "Hold Fire" },
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{ "returnfire", "Return Fire" },
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{ "defend", "Defend" },
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{ "attackanything", "Attack Anything" },
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};
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yield return new EditorActorDropdown("Stance", EditorStanceDisplayOrder, labels,
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actor =>
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{
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var init = actor.Init<StanceInit>();
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var stance = init != null ? init.Value(world) : InitialStance;
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return stances[(int)stance];
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},
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(actor, value) => actor.ReplaceInit(new StanceInit((UnitStance)stances.IndexOf(value))));
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}
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}
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public class AutoTarget : ConditionalTrait<AutoTargetInfo>, INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync, INotifyCreated, INotifyOwnerChanged
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{
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public readonly IEnumerable<AttackBase> ActiveAttackBases;
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[Sync]
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int nextScanTime = 0;
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public UnitStance Stance { get { return stance; } }
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[Sync]
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public Actor Aggressor;
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// NOT SYNCED: do not refer to this anywhere other than UI code
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public UnitStance PredictedStance;
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UnitStance stance;
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ConditionManager conditionManager;
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IDisableAutoTarget[] disableAutoTarget;
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INotifyStanceChanged[] notifyStanceChanged;
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IEnumerable<AutoTargetPriorityInfo> activeTargetPriorities;
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int conditionToken = ConditionManager.InvalidConditionToken;
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public void SetStance(Actor self, UnitStance value)
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{
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if (stance == value)
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return;
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var oldStance = stance;
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stance = value;
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ApplyStanceCondition(self);
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foreach (var nsc in notifyStanceChanged)
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nsc.StanceChanged(self, this, oldStance, stance);
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if (self.CurrentActivity != null)
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foreach (var a in self.CurrentActivity.ActivitiesImplementing<IActivityNotifyStanceChanged>())
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a.StanceChanged(self, this, oldStance, stance);
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}
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void ApplyStanceCondition(Actor self)
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{
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if (conditionManager == null)
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return;
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if (conditionToken != ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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string condition;
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if (Info.ConditionByStance.TryGetValue(stance, out condition))
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conditionToken = conditionManager.GrantCondition(self, condition);
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}
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public AutoTarget(ActorInitializer init, AutoTargetInfo info)
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: base(info)
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{
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var self = init.Self;
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ActiveAttackBases = self.TraitsImplementing<AttackBase>().ToArray().Where(Exts.IsTraitEnabled);
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if (init.Contains<StanceInit>())
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stance = init.Get<StanceInit, UnitStance>();
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else
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stance = self.Owner.IsBot || !self.Owner.Playable ? info.InitialStanceAI : info.InitialStance;
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PredictedStance = stance;
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}
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void INotifyCreated.Created(Actor self)
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{
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// AutoTargetPriority and their Priorities are fixed - so we can safely cache them with ToArray.
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// IsTraitEnabled can change over time, and so must appear after the ToArray so it gets re-evaluated each time.
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activeTargetPriorities =
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self.TraitsImplementing<AutoTargetPriority>()
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.OrderByDescending(ati => ati.Info.Priority).ToArray()
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.Where(Exts.IsTraitEnabled).Select(atp => atp.Info);
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conditionManager = self.TraitOrDefault<ConditionManager>();
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disableAutoTarget = self.TraitsImplementing<IDisableAutoTarget>().ToArray();
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notifyStanceChanged = self.TraitsImplementing<INotifyStanceChanged>().ToArray();
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ApplyStanceCondition(self);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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PredictedStance = self.Owner.IsBot || !self.Owner.Playable ? Info.InitialStanceAI : Info.InitialStance;
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SetStance(self, PredictedStance);
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "SetUnitStance" && Info.EnableStances)
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SetStance(self, (UnitStance)order.ExtraData);
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (IsTraitDisabled || !self.IsIdle || Stance < UnitStance.ReturnFire)
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return;
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// Don't retaliate against healers
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if (e.Damage.Value < 0)
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return;
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var attacker = e.Attacker;
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if (attacker.Disposed)
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return;
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foreach (var dat in disableAutoTarget)
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if (dat.DisableAutoTarget(self))
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return;
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if (!attacker.IsInWorld)
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{
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// If the aggressor is in a transport, then attack the transport instead
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var passenger = attacker.TraitOrDefault<Passenger>();
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if (passenger != null && passenger.Transport != null)
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attacker = passenger.Transport;
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}
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// Not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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var attackerAsTarget = Target.FromActor(attacker);
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if (!ActiveAttackBases.Any(a => a.HasAnyValidWeapons(attackerAsTarget)))
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return;
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// Don't retaliate against own units force-firing on us. It's usually not what the player wanted.
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if (attacker.AppearsFriendlyTo(self))
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return;
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Aggressor = attacker;
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var allowMove = Info.AllowMovement && Stance > UnitStance.Defend;
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Attack(self, Target.FromActor(Aggressor), allowMove);
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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if (IsTraitDisabled || Stance < UnitStance.Defend)
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return;
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var allowMove = Info.AllowMovement && Stance > UnitStance.Defend;
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var allowTurn = Info.AllowTurning && Stance > UnitStance.HoldFire;
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ScanAndAttack(self, allowMove, allowTurn);
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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if (nextScanTime > 0)
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--nextScanTime;
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}
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public Target ScanForTarget(Actor self, bool allowMove, bool allowTurn)
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{
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if (nextScanTime <= 0 && ActiveAttackBases.Any())
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{
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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foreach (var dat in disableAutoTarget)
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if (dat.DisableAutoTarget(self))
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return Target.Invalid;
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foreach (var ab in ActiveAttackBases)
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{
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// If we can't attack right now, there's no need to try and find a target.
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var attackStances = ab.UnforcedAttackTargetStances();
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if (attackStances != OpenRA.Traits.Stance.None)
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{
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var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : ab.GetMaximumRange();
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return ChooseTarget(self, ab, attackStances, range, allowMove, allowTurn);
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}
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}
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}
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return Target.Invalid;
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}
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public void ScanAndAttack(Actor self, bool allowMove, bool allowTurn)
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{
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var target = ScanForTarget(self, allowMove, allowTurn);
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if (target.Type != TargetType.Invalid)
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Attack(self, target, allowMove);
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}
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void Attack(Actor self, Target target, bool allowMove)
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{
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self.SetTargetLine(target, Color.Red, false);
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foreach (var ab in ActiveAttackBases)
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ab.AttackTarget(target, false, allowMove);
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}
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public bool HasValidTargetPriority(Actor self, Player owner, BitSet<TargetableType> targetTypes)
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{
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if (Stance <= UnitStance.ReturnFire)
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return false;
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return activeTargetPriorities.Any(ati =>
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{
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// Incompatible stances
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if (!ati.ValidStances.HasStance(self.Owner.Stances[owner]))
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return false;
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// Incompatible target types
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if (!ati.ValidTargets.Overlaps(targetTypes) || ati.InvalidTargets.Overlaps(targetTypes))
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return false;
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return true;
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});
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}
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Target ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist scanRange, bool allowMove, bool allowTurn)
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{
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var chosenTarget = Target.Invalid;
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var chosenTargetPriority = int.MinValue;
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int chosenTargetRange = 0;
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var activePriorities = activeTargetPriorities.ToList();
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if (activePriorities.Count == 0)
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return chosenTarget;
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var targetsInRange = self.World.FindActorsInCircle(self.CenterPosition, scanRange)
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.Select(Target.FromActor)
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.Concat(self.Owner.FrozenActorLayer.FrozenActorsInCircle(self.World, self.CenterPosition, scanRange)
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.Select(Target.FromFrozenActor));
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foreach (var target in targetsInRange)
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{
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BitSet<TargetableType> targetTypes;
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Player owner;
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if (target.Type == TargetType.Actor)
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{
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// PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we
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// can bail early and avoid the more expensive targeting checks and armament selection. For groups of
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// allied units, this helps significantly reduce the cost of auto target scans. This is important as
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// these groups will continuously rescan their allies until an enemy finally comes into range.
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if (attackStances == OpenRA.Traits.Stance.Enemy && !target.Actor.AppearsHostileTo(self))
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continue;
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// Check whether we can auto-target this actor
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targetTypes = target.Actor.GetEnabledTargetTypes();
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if (PreventsAutoTarget(self, target.Actor) || !target.Actor.CanBeViewedByPlayer(self.Owner))
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continue;
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owner = target.Actor.Owner;
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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if (attackStances == OpenRA.Traits.Stance.Enemy && self.Owner.Stances[target.FrozenActor.Owner] == OpenRA.Traits.Stance.Ally)
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continue;
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targetTypes = target.FrozenActor.TargetTypes;
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owner = target.FrozenActor.Owner;
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}
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else
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continue;
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var validPriorities = activePriorities.Where(ati =>
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{
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// Already have a higher priority target
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if (ati.Priority < chosenTargetPriority)
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return false;
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// Incompatible stances
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if (!ati.ValidStances.HasStance(self.Owner.Stances[owner]))
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return false;
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// Incompatible target types
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if (!ati.ValidTargets.Overlaps(targetTypes) || ati.InvalidTargets.Overlaps(targetTypes))
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return false;
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return true;
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}).ToList();
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if (validPriorities.Count == 0)
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continue;
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// Make sure that we can actually fire on the actor
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var armaments = ab.ChooseArmamentsForTarget(target, false);
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if (!allowMove)
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armaments = armaments.Where(arm =>
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target.IsInRange(self.CenterPosition, arm.MaxRange()) &&
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!target.IsInRange(self.CenterPosition, arm.Weapon.MinRange));
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if (!armaments.Any())
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continue;
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if (!allowTurn && !ab.TargetInFiringArc(self, target, ab.Info.FacingTolerance))
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continue;
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// Evaluate whether we want to target this actor
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var targetRange = (target.CenterPosition - self.CenterPosition).Length;
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foreach (var ati in validPriorities)
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{
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if (chosenTarget.Type == TargetType.Invalid || chosenTargetPriority < ati.Priority
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|| (chosenTargetPriority == ati.Priority && targetRange < chosenTargetRange))
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{
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chosenTarget = target;
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chosenTargetPriority = ati.Priority;
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chosenTargetRange = targetRange;
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}
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}
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}
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return chosenTarget;
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}
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bool PreventsAutoTarget(Actor attacker, Actor target)
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{
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foreach (var deat in target.TraitsImplementing<IDisableEnemyAutoTarget>())
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if (deat.DisableEnemyAutoTarget(target, attacker))
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return true;
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return false;
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}
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}
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public class StanceInit : IActorInit<UnitStance>
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{
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[FieldFromYamlKey]
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readonly UnitStance value = UnitStance.AttackAnything;
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public StanceInit() { }
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public StanceInit(UnitStance init) { value = init; }
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public UnitStance Value(World world) { return value; }
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}
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}
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