- 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).
202 lines
6.2 KiB
C#
202 lines
6.2 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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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abstract class NavyStateBase : 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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var first = owner.Units.First();
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// Navy squad AI can exploit enemy naval production to find path, if any.
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// (Way better than finding a nearest target which is likely to be on Ground)
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// You might be tempted to move these lookups into Activate() but that causes null reference exception.
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var domainIndex = first.World.WorldActor.Trait<DomainIndex>();
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var mobileInfo = first.Info.TraitInfo<MobileInfo>();
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var passable = (uint)mobileInfo.GetMovementClass(first.World.Map.Rules.TileSet);
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var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a
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=> owner.Bot.Info.BuildingCommonNames.NavalProduction.Contains(a.Info.Name)
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&& domainIndex.IsPassable(first.Location, a.Location, mobileInfo, passable)
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&& a.AppearsHostileTo(first));
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if (navalProductions.Any())
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{
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var nearest = navalProductions.ClosestTo(first);
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// Return nearest when it is FAR enough.
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// If the naval production is within MaxBaseRadius, it implies that
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// this squad is close to enemy territory and they should expect a naval combat;
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// closest enemy makes more sense in that case.
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if ((nearest.Location - first.Location).LengthSquared > owner.Bot.Info.MaxBaseRadius * owner.Bot.Info.MaxBaseRadius)
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return nearest;
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}
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return owner.Bot.FindClosestEnemy(first.CenterPosition);
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}
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}
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class NavyUnitsIdleState : NavyStateBase, 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.Bot.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 NavyUnitsAttackMoveState(), true);
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class NavyUnitsAttackMoveState : NavyStateBase, 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 NavyUnitsFleeState(), 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.Bot.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 NavyUnitsAttackState(), 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 NavyUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class NavyUnitsAttackState : NavyStateBase, 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 NavyUnitsFleeState(), 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 NavyUnitsFleeState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class NavyUnitsFleeState : NavyStateBase, 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 NavyUnitsIdleState(), 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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