And dissolve AI namespace. There would have been so little left in Common.AI, that keeping it made no sense anymore.
175 lines
5.0 KiB
C#
175 lines
5.0 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.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 GroundStateBase : StateBase
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{
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
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}
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protected Actor FindClosestEnemy(Squad owner)
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{
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return owner.SquadManager.FindClosestEnemy(owner.Units.First().CenterPosition);
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}
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}
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class GroundUnitsIdleState : GroundStateBase, 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 closestEnemy = FindClosestEnemy(owner);
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if (closestEnemy == null)
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return;
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owner.TargetActor = closestEnemy;
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}
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Count == 0)
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return;
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class GroundUnitsAttackMoveState : GroundStateBase, 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 closestEnemy = FindClosestEnemy(owner);
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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 GroundUnitsFleeState(), true);
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return;
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}
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}
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader == null)
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return;
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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{
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// Since units have different movement speeds, they get separated while approaching the target.
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// Let them regroup into tighter formation.
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
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owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
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}
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else
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
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var target = enemies.ClosestTo(leader.CenterPosition);
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if (target != null)
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{
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owner.TargetActor = target;
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
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}
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else
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
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}
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class GroundUnitsAttackState : GroundStateBase, 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 closestEnemy = FindClosestEnemy(owner);
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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 GroundUnitsFleeState(), true);
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return;
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}
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}
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class GroundUnitsFleeState : GroundStateBase, 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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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
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}
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public void Deactivate(Squad owner) { owner.Units.Clear(); }
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}
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}
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