Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/Squad.cs
2025-02-01 20:33:23 +00:00

183 lines
5.6 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.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{
public enum SquadType { Assault, Air, Rush, Protection, Naval }
public class Squad
{
public HashSet<Actor> Units = new();
public SquadType Type;
internal IBot Bot;
internal World World;
internal SquadManagerBotModule SquadManager;
internal MersenneTwister Random;
internal StateMachine FuzzyStateMachine;
/// <summary>
/// Target location to attack. This will be either the targeted actor,
/// or a position close to that actor sufficient to get within weapons range.
/// </summary>
internal Target Target { get; set; }
/// <summary>
/// Actor that is targeted, for any actor based checks. Use <see cref="Target"/> for a targeting location.
/// </summary>
internal Actor TargetActor;
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type)
: this(bot, squadManager, type, default) { }
public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type, (Actor Actor, WVec Offset) target)
{
Bot = bot;
SquadManager = squadManager;
World = bot.Player.PlayerActor.World;
Random = World.LocalRandom;
Type = type;
SetActorToTarget(target);
FuzzyStateMachine = new StateMachine();
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
case SquadType.Naval:
FuzzyStateMachine.ChangeState(this, new GroundUnitsIdleState());
break;
case SquadType.Air:
FuzzyStateMachine.ChangeState(this, new AirIdleState());
break;
case SquadType.Protection:
FuzzyStateMachine.ChangeState(this, new UnitsForProtectionIdleState());
break;
}
}
public void Update()
{
if (IsValid)
FuzzyStateMachine.Update(this);
}
public bool IsValid => Units.Count > 0;
public void SetActorToTarget((Actor Actor, WVec Offset) target)
{
TargetActor = target.Actor;
if (TargetActor == null)
{
Target = Target.Invalid;
return;
}
if (target.Offset == WVec.Zero)
Target = Target.FromActor(TargetActor);
else
Target = Target.FromPos(TargetActor.CenterPosition + target.Offset);
}
/// <summary>
/// Checks the target is still valid, and updates the <see cref="Target"/> location if it is still valid.
/// </summary>
public bool IsTargetValid(Actor squadUnit)
{
var valid =
TargetActor != null &&
TargetActor.IsInWorld &&
!TargetActor.IsDead &&
Units.Any(Target.IsValidFor) &&
!TargetActor.Info.HasTraitInfo<HuskInfo>();
if (!valid)
return false;
// Refresh the target location.
// If the actor moved out of reach then we'll mark it invalid.
// e.g. a ship targeting a land unit that moves inland out of weapons range.
// or the target crossed a bridge which is then destroyed.
// If it is still in range but we have to target a nearby location, we can update that location.
// e.g. a ship targeting a land unit, but the land unit moved north.
// We need to update our location to move north as well.
// If we can reach the actor directly, we'll just target it directly.
var target = SquadManager.FindEnemies(new[] { TargetActor }, squadUnit).FirstOrDefault();
SetActorToTarget(target);
return target.Actor != null;
}
public bool IsTargetVisible =>
TargetActor != null &&
TargetActor.CanBeViewedByPlayer(Bot.Player);
public WPos CenterPosition()
{
return Units.Select(a => a.CenterPosition).Average();
}
public Actor CenterUnit()
{
var centerPosition = CenterPosition();
return Units.MinByOrDefault(a => (a.CenterPosition - centerPosition).LengthSquared);
}
public MiniYaml Serialize()
{
var nodes = new List<MiniYamlNode>()
{
new("Type", FieldSaver.FormatValue(Type)),
new("Units", FieldSaver.FormatValue(Units.Select(a => a.ActorID).ToArray()))
};
if (Target.Type != TargetType.Invalid)
{
nodes.Add(new MiniYamlNode("ActorToTarget", FieldSaver.FormatValue(TargetActor.ActorID)));
nodes.Add(new MiniYamlNode("TargetOffset", FieldSaver.FormatValue(Target.CenterPosition - TargetActor.CenterPosition)));
}
return new MiniYaml("", nodes);
}
public static Squad Deserialize(IBot bot, SquadManagerBotModule squadManager, MiniYaml yaml)
{
var type = SquadType.Rush;
var target = ((Actor)null, WVec.Zero);
var typeNode = yaml.NodeWithKeyOrDefault("Type");
if (typeNode != null)
type = FieldLoader.GetValue<SquadType>("Type", typeNode.Value.Value);
var actorToTargetNode = yaml.NodeWithKeyOrDefault("ActorToTarget");
var targetOffsetNode = yaml.NodeWithKeyOrDefault("TargetOffset");
if (actorToTargetNode != null && targetOffsetNode != null)
{
var actorToTarget = squadManager.World.GetActorById(FieldLoader.GetValue<uint>("ActorToTarget", actorToTargetNode.Value.Value));
var targetOffset = FieldLoader.GetValue<WVec>("TargetOffset", targetOffsetNode.Value.Value);
target = (actorToTarget, targetOffset);
}
var squad = new Squad(bot, squadManager, type, target);
var unitsNode = yaml.NodeWithKeyOrDefault("Units");
if (unitsNode != null)
squad.Units.UnionWith(FieldLoader.GetValue<uint[]>("Units", unitsNode.Value.Value)
.Select(a => squadManager.World.GetActorById(a)));
return squad;
}
}
}