Files
OpenRA/OpenRA.Mods.Common/AI/SupportPowerDecision.cs
RoosterDragon 5bd5a384b7 Use a BitSet for representing target types.
- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
2018-03-21 12:07:44 +01:00

209 lines
6.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
[Desc("Adds metadata for the AI bots.")]
public class SupportPowerDecision
{
[Desc("What is the minimum attractiveness we will use this power for?")]
public readonly int MinimumAttractiveness = 1;
[Desc("What support power does this decision apply to?")]
public readonly string OrderName = "AirstrikePowerInfoOrder";
[Desc("What is the coarse scan radius of this power?", "For finding the general target area, before doing a detail scan", "Should be 10 or more to avoid lag")]
public readonly int CoarseScanRadius = 20;
[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
public readonly int FineScanRadius = 2;
[FieldLoader.LoadUsing("LoadConsiderations")]
[Desc("The decisions associated with this power")]
public readonly List<Consideration> Considerations = new List<Consideration>();
[Desc("Minimum ticks to wait until next Decision scan attempt.")]
public readonly int MinimumScanTimeInterval = 250;
[Desc("Maximum ticks to wait until next Decision scan attempt.")]
public readonly int MaximumScanTimeInterval = 262;
public SupportPowerDecision(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
static object LoadConsiderations(MiniYaml yaml)
{
var ret = new List<Consideration>();
foreach (var d in yaml.Nodes)
if (d.Key.Split('@')[0] == "Consideration")
ret.Add(new Consideration(d.Value));
return ret;
}
/// <summary>Evaluates the attractiveness of a position according to all considerations</summary>
public int GetAttractiveness(WPos pos, Player firedBy, FrozenActorLayer frozenLayer)
{
var answer = 0;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return 0;
foreach (var consideration in Considerations)
{
var radiusToUse = new WDist(consideration.CheckRadius.Length);
var checkActors = world.FindActorsInCircle(pos, radiusToUse);
foreach (var scrutinized in checkActors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
var tl = world.Map.CellContaining(pos - delta);
var br = world.Map.CellContaining(pos + delta);
var checkFrozen = frozenLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
// IsValid check filters out Frozen Actors that have not initizialized their Owner
foreach (var scrutinized in checkFrozen)
if (scrutinized.IsValid)
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
}
return answer;
}
/// <summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in actors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
return answer;
}
public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in frozenActors)
if (scrutinized.IsValid && scrutinized.Visible)
answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner], firedBy);
return answer;
}
public int GetNextScanTime(HackyAI ai) { return ai.Random.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
public class Consideration
{
public enum DecisionMetric { Health, Value, None }
[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
public readonly Stance Against = Stance.Enemy;
[Desc("What types should the desired targets of this power be?")]
public readonly BitSet<TargetableType> Types = new BitSet<TargetableType>("Air", "Ground", "Water");
[Desc("How attractive are these types of targets?")]
public readonly int Attractiveness = 100;
[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
public readonly DecisionMetric TargetMetric = DecisionMetric.None;
[Desc("What is the check radius of this decision?")]
public readonly WDist CheckRadius = WDist.FromCells(5);
public Consideration(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
/// <summary>Evaluates a single actor according to the rules defined in this consideration</summary>
public int GetAttractiveness(Actor a, Stance stance, Player firedBy)
{
if (stance != Against)
return 0;
if (a == null)
return 0;
if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
return 0;
if (Types.Overlaps(a.GetEnabledTargetTypes()))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = a.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var health = a.TraitOrDefault<Health>();
if (health == null)
return 0;
// Cast to long to avoid overflow when multiplying by the health
return (int)((long)health.HP * Attractiveness / health.MaxHP);
default:
return Attractiveness;
}
}
return 0;
}
public int GetAttractiveness(FrozenActor fa, Stance stance, Player firedBy)
{
if (stance != Against)
return 0;
if (fa == null || !fa.IsValid || !fa.Visible)
return 0;
if (Types.Overlaps(fa.TargetTypes))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = fa.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var healthInfo = fa.Info.TraitInfoOrDefault<HealthInfo>();
return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.HP : 0;
default:
return Attractiveness;
}
}
return 0;
}
}
}
}