Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs

238 lines
8.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages bot support power handling.")]
public class SupportPowerBotModuleInfo : ConditionalTraitInfo, Requires<SupportPowerManagerInfo>
{
[Desc("Tells the AI how to use its support powers.")]
[FieldLoader.LoadUsing("LoadDecisions")]
public readonly List<SupportPowerDecision> Decisions = new List<SupportPowerDecision>();
static object LoadDecisions(MiniYaml yaml)
{
var ret = new List<SupportPowerDecision>();
var decisions = yaml.Nodes.FirstOrDefault(n => n.Key == "Decisions");
if (decisions != null)
foreach (var d in decisions.Value.Nodes)
ret.Add(new SupportPowerDecision(d.Value));
return ret;
}
public override object Create(ActorInitializer init) { return new SupportPowerBotModule(init.Self, this); }
}
public class SupportPowerBotModule : ConditionalTrait<SupportPowerBotModuleInfo>, IBotTick, IGameSaveTraitData
{
readonly World world;
readonly Player player;
readonly Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
readonly Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
readonly List<SupportPowerInstance> stalePowers = new List<SupportPowerInstance>();
SupportPowerManager supportPowerManager;
public SupportPowerBotModule(Actor self, SupportPowerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
}
protected override void Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query player traits from self, which refers
// for bot modules always to the Player actor.
supportPowerManager = self.Trait<SupportPowerManager>();
}
protected override void TraitEnabled(Actor self)
{
foreach (var decision in Info.Decisions)
powerDecisions.Add(decision.OrderName, decision);
}
void IBotTick.BotTick(IBot bot)
{
foreach (var sp in supportPowerManager.Powers.Values)
{
if (sp.Disabled)
continue;
// Add power to dictionary if not in delay dictionary yet
if (!waitingPowers.ContainsKey(sp))
waitingPowers.Add(sp, 0);
if (waitingPowers[sp] > 0)
waitingPowers[sp]--;
// If we have recently tried and failed to find a use location for a power, then do not try again until later
var isDelayed = waitingPowers[sp] > 0;
if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName))
{
var powerDecision = powerDecisions[sp.Info.OrderName];
if (powerDecision == null)
{
AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
continue;
}
var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
if (attackLocation == null)
{
AIUtils.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(world);
continue;
}
// Found a target location, check for precise target
attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
if (attackLocation == null)
{
AIUtils.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
waitingPowers[sp] += powerDecision.GetNextScanTime(world);
continue;
}
// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
AIUtils.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName);
waitingPowers[sp] += 10;
bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true });
}
}
// Remove stale powers
stalePowers.AddRange(waitingPowers.Keys.Where(wp => !supportPowerManager.Powers.ContainsKey(wp.Key)));
foreach (var p in stalePowers)
waitingPowers.Remove(p);
stalePowers.Clear();
}
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary>
CPos? FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower)
{
CPos? bestLocation = null;
var bestAttractiveness = 0;
var powerDecision = powerDecisions[readyPower.Info.OrderName];
if (powerDecision == null)
{
AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
return null;
}
var map = world.Map;
var checkRadius = powerDecision.CoarseScanRadius;
for (var i = 0; i < map.MapSize.X; i += checkRadius)
{
for (var j = 0; j < map.MapSize.Y; j += checkRadius)
{
var tl = new MPos(i, j);
var br = new MPos(i + checkRadius, j + checkRadius);
var region = new CellRegion(map.Grid.Type, tl, br);
// HACK: The AI code should not be messing with raw coordinate transformations
var wtl = world.Map.CenterOfCell(tl.ToCPos(map));
var wbr = world.Map.CenterOfCell(br.ToCPos(map));
var targets = world.ActorMap.ActorsInBox(wtl, wbr);
var frozenTargets = player.FrozenActorLayer != null ? player.FrozenActorLayer.FrozenActorsInRegion(region) : Enumerable.Empty<FrozenActor>();
var consideredAttractiveness = powerDecision.GetAttractiveness(targets, player) + powerDecision.GetAttractiveness(frozenTargets, player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new MPos(i, j).ToCPos(map);
}
}
return bestLocation;
}
/// <summary>Detail scans an area, evaluating positions.</summary>
CPos? FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1)
{
CPos? bestLocation = null;
var bestAttractiveness = 0;
var powerDecision = powerDecisions[readyPower.Info.OrderName];
if (powerDecision == null)
{
AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
return null;
}
var checkRadius = powerDecision.CoarseScanRadius;
var fineCheck = powerDecision.FineScanRadius;
for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck)
{
var x = checkPos.X + i;
for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
{
var y = checkPos.Y + j;
var pos = world.Map.CenterOfCell(new CPos(x, y));
var consideredAttractiveness = 0;
consideredAttractiveness += powerDecision.GetAttractiveness(pos, player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new CPos(x, y);
}
}
return bestLocation;
}
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
if (IsTraitDisabled)
return null;
var waitingPowersNodes = waitingPowers
.Select(kv => new MiniYamlNode(kv.Key.Key, FieldSaver.FormatValue(kv.Value)))
.ToList();
return new List<MiniYamlNode>()
{
new MiniYamlNode("WaitingPowers", "", waitingPowersNodes)
};
}
void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
{
if (self.World.IsReplay)
return;
var waitingPowersNode = data.FirstOrDefault(n => n.Key == "WaitingPowers");
if (waitingPowersNode != null)
{
foreach (var n in waitingPowersNode.Value.Nodes)
{
SupportPowerInstance instance;
if (supportPowerManager.Powers.TryGetValue(n.Key, out instance))
waitingPowers[instance] = FieldLoader.GetValue<int>("WaitingPowers", n.Value.Value);
}
}
}
}
}