Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/CaptureManagerBotModule.cs
2023-08-20 20:41:27 +02:00

174 lines
6.0 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI capturing logic.")]
public class CaptureManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that can capture other actors (via `Captures`).",
"Leave this empty to disable capturing.")]
public readonly HashSet<string> CapturingActorTypes = new();
[Desc("Actor types that can be targeted for capturing.",
"Leave this empty to include all actors.")]
public readonly HashSet<string> CapturableActorTypes = new();
[Desc("Minimum delay (in ticks) between trying to capture with CapturingActorTypes.")]
public readonly int MinimumCaptureDelay = 375;
[Desc("Maximum number of options to consider for capturing.",
"If a value less than 1 is given 1 will be used instead.")]
public readonly int MaximumCaptureTargetOptions = 10;
[Desc("Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets?")]
public readonly bool CheckCaptureTargetsForVisibility = true;
[Desc("Player relationships that capturers should attempt to target.")]
public readonly PlayerRelationship CapturableRelationships = PlayerRelationship.Enemy | PlayerRelationship.Neutral;
public override object Create(ActorInitializer init) { return new CaptureManagerBotModule(init.Self, this); }
}
public class CaptureManagerBotModule : ConditionalTrait<CaptureManagerBotModuleInfo>, IBotTick
{
readonly World world;
readonly Player player;
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrderedOrIsIdle;
readonly int maximumCaptureTargetOptions;
int minCaptureDelayTicks;
// Units that the bot already knows about and has given a capture order. Any unit not on this list needs to be given a new order.
readonly List<Actor> activeCapturers = new();
public CaptureManagerBotModule(Actor self, CaptureManagerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
if (world.Type == WorldType.Editor)
return;
isEnemyUnit = unit =>
player.RelationshipWith(unit.Owner) == PlayerRelationship.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrderedOrIsIdle = a => a.Owner != player || a.IsDead || !a.IsInWorld || a.IsIdle;
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
}
protected override void TraitEnabled(Actor self)
{
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
minCaptureDelayTicks = world.LocalRandom.Next(0, Info.MinimumCaptureDelay);
}
void IBotTick.BotTick(IBot bot)
{
if (--minCaptureDelayTicks <= 0)
{
minCaptureDelayTicks = Info.MinimumCaptureDelay;
QueueCaptureOrders(bot);
}
}
internal Actor FindClosestEnemy(WPos pos)
{
return world.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return world.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
IEnumerable<Actor> GetVisibleActorsBelongingToPlayer(Player owner)
{
foreach (var actor in GetActorsThatCanBeOrderedByPlayer(owner))
if (actor.CanBeViewedByPlayer(player))
yield return actor;
}
IEnumerable<Actor> GetActorsThatCanBeOrderedByPlayer(Player owner)
{
foreach (var actor in world.Actors)
if (actor.Owner == owner && !actor.IsDead && actor.IsInWorld)
yield return actor;
}
void QueueCaptureOrders(IBot bot)
{
if (Info.CapturingActorTypes.Count == 0 || player.WinState != WinState.Undefined)
return;
activeCapturers.RemoveAll(unitCannotBeOrderedOrIsIdle);
var newUnits = world.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == player && !activeCapturers.Contains(a));
var capturers = newUnits
.Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name) && a.Info.HasTraitInfo<CapturesInfo>())
.Select(a => new TraitPair<CaptureManager>(a, a.TraitOrDefault<CaptureManager>()))
.Where(tp => tp.Trait != null)
.ToArray();
if (capturers.Length == 0)
return;
var randPlayer = world.Players.Where(p => !p.Spectating
&& Info.CapturableRelationships.HasRelationship(player.RelationshipWith(p))).Random(world.LocalRandom);
var targetOptions = Info.CheckCaptureTargetsForVisibility
? GetVisibleActorsBelongingToPlayer(randPlayer)
: GetActorsThatCanBeOrderedByPlayer(randPlayer);
var capturableTargetOptions = targetOptions
.Where(target =>
{
var captureManager = target.TraitOrDefault<CaptureManager>();
if (captureManager == null)
return false;
return capturers.Any(tp => captureManager.CanBeTargetedBy(target, tp.Actor, tp.Trait));
})
.OrderByDescending(target => target.GetSellValue())
.Take(maximumCaptureTargetOptions);
if (Info.CapturableActorTypes.Count > 0)
capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant()));
var capturableTargetOptionsList = capturableTargetOptions.ToList();
if (capturableTargetOptionsList.Count == 0)
return;
foreach (var capturer in capturers)
{
var targetActor = capturableTargetOptionsList.MinByOrDefault(target => (target.CenterPosition - capturer.Actor.CenterPosition).LengthSquared);
if (targetActor == null)
continue;
bot.QueueOrder(new Order("CaptureActor", capturer.Actor, Target.FromActor(targetActor), true));
AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", player.ClientIndex, capturer.Actor, targetActor);
activeCapturers.Add(capturer.Actor);
}
}
}
}