Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/States/NavyStates.cs
reaperrr 54c2894b4e Split off last bot modules
And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
2018-12-31 10:56:01 +00:00

200 lines
6.2 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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
abstract class NavyStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
var first = owner.Units.First();
// Navy squad AI can exploit enemy naval production to find path, if any.
// (Way better than finding a nearest target which is likely to be on Ground)
// You might be tempted to move these lookups into Activate() but that causes null reference exception.
var domainIndex = first.World.WorldActor.Trait<DomainIndex>();
var locomotorInfo = first.Info.TraitInfo<MobileInfo>().LocomotorInfo;
var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a
=> owner.SquadManager.Info.NavalProductionTypes.Contains(a.Info.Name)
&& domainIndex.IsPassable(first.Location, a.Location, locomotorInfo)
&& a.AppearsHostileTo(first));
if (navalProductions.Any())
{
var nearest = navalProductions.ClosestTo(first);
// Return nearest when it is FAR enough.
// If the naval production is within MaxBaseRadius, it implies that
// this squad is close to enemy territory and they should expect a naval combat;
// closest enemy makes more sense in that case.
if ((nearest.Location - first.Location).LengthSquared > owner.SquadManager.Info.MaxBaseRadius * owner.SquadManager.Info.MaxBaseRadius)
return nearest;
}
return owner.SquadManager.FindClosestEnemy(first.CenterPosition);
}
}
class NavyUnitsIdleState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy == null)
return;
owner.TargetActor = closestEnemy;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Count == 0)
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackMoveState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
}
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackState(), true);
}
else
foreach (var a in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsFleeState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}