And dissolve AI namespace. There would have been so little left in Common.AI, that keeping it made no sense anymore.
272 lines
6.5 KiB
C#
272 lines
6.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Mods.Common.Activities;
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using OpenRA.Primitives;
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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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static readonly BitSet<TargetableType> AirTargetTypes = new BitSet<TargetableType>("Air");
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(IEnumerable<Actor> units)
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{
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if (!units.Any())
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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(AirTargetTypes))
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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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Actor target = null;
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FindSafePlace(owner, out 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 x = (map.MapSize.X % dangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + dangerRadius;
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var y = (map.MapSize.Y % dangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + dangerRadius;
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for (var i = 0; i < x; i += dangerRadius * 2)
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{
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for (var j = 0; j < y; j += dangerRadius * 2)
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{
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var pos = new CPos(i, j);
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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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}
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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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Actor a;
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return NearToPosSafely(owner, loc, out a);
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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(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (!unitsAroundPos.Any())
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return true;
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if (CountAntiAirUnits(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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protected static bool FullAmmo(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.FullAmmo());
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}
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protected static bool HasAmmo(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.HasAmmo());
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}
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protected static bool ReloadsAutomatically(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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var rearmable = a.TraitOrDefault<Rearmable>();
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if (rearmable == null)
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return true;
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return ammoPools.All(ap => !rearmable.Info.AmmoPools.Contains(ap.Info.Name));
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}
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protected static bool IsRearm(Actor a)
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{
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if (a.IsIdle)
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return false;
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var activity = a.CurrentActivity;
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var type = activity.GetType();
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if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
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return true;
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var next = activity.NextActivity;
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if (next == null)
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
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return true;
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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 base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.Units.Count);
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}
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}
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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.TargetActor = e;
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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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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.CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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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.TargetActor.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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if (!ReloadsAutomatically(a))
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{
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if (IsRearm(a))
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continue;
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if (!HasAmmo(a))
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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, Target.FromActor(owner.TargetActor), 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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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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if (!ReloadsAutomatically(a) && !FullAmmo(a))
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{
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if (IsRearm(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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