Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/MinelayerBotModule.cs
2024-07-29 21:56:36 +02:00

373 lines
12 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.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Manages AI minelayer unit related with " + nameof(Minelayer) + " traits.",
"When enemy damage AI's actors, the location of conflict will be recorded,",
"If a location is a valid spot, it will add/merge to favorite location for usage later")]
public class MinelayerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Enemy target types to ignore when add the minefield location to conflict location.")]
public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default;
[Desc("Victim target types that considering conflict location as enemy location instead of victim location.")]
public readonly BitSet<TargetableType> UseEnemyLocationTargetTypes = default;
[ActorReference(typeof(MinelayerInfo))]
[Desc("Actors with " + nameof(Minelayer) + "trait.")]
public readonly HashSet<string> MinelayingActorTypes = default;
[Desc("Find this amount of suitable actors and lay mine to a location.")]
public readonly int MaxPerAssign = 1;
[Desc("Scan suitable actors and target in this interval.")]
public readonly int ScanTick = 320;
[Desc("Radius per mine laying order.")]
public readonly int MineFieldRadius = 1;
[Desc("Minefield location is cancelled if those whose target type belong to allied nearby.")]
public readonly BitSet<TargetableType> AwayFromAlliedTargetTypes = default;
[Desc("Minefield location is cancelled if those whose target type belong to enemy nearby.")]
public readonly BitSet<TargetableType> AwayFromEnemyTargetTypes = default;
[Desc("Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype.",
"In addition, if any emeny actor within this range and minefield location is not cancelled,",
"minelayer will try lay mines at the 3/4 path to minefield location")]
public readonly int AwayFromCellDistance = 9;
[Desc("Merge conflict point minefield position to a favorite minefield position if within this range and closest.",
"If favorite minefield positions is at the max of 5, we always merge it to closest regardless of this")]
public readonly int FavoritePositionDistance = 6;
public override object Create(ActorInitializer init) { return new MinelayerBotModule(init.Self, this); }
}
public class MinelayerBotModule : ConditionalTrait<MinelayerBotModuleInfo>, IBotTick, IBotRespondToAttack
{
const int MaxPositionCacheLength = 5;
const int RepeatedAltertTicks = 40;
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
readonly Predicate<Actor> unitCannotBeOrderedOrIsBusy;
readonly CPos?[] conflictPositionQueue;
readonly CPos?[] favoritePositions;
int minAssignRoleDelayTicks;
int conflictPositionLength;
int favoritePositionsLength;
int currentFavoritePositionIndex;
int alertedTicks;
PathFinder pathFinder;
public MinelayerBotModule(Actor self, MinelayerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != player;
unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || !a.IsIdle;
conflictPositionQueue = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
favoritePositions = new CPos?[MaxPositionCacheLength] { null, null, null, null, null };
}
protected override void TraitEnabled(Actor self)
{
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
minAssignRoleDelayTicks = world.LocalRandom.Next(0, Info.ScanTick);
alertedTicks = 0;
conflictPositionLength = 0;
favoritePositionsLength = 0;
currentFavoritePositionIndex = 0;
pathFinder = self.World.WorldActor.Trait<PathFinder>();
}
void IBotTick.BotTick(IBot bot)
{
if (alertedTicks > 0)
alertedTicks--;
if (--minAssignRoleDelayTicks <= 0)
{
minAssignRoleDelayTicks = Info.ScanTick;
var minelayingPosition = CPos.Zero;
var useFavoritePosition = false;
var layMineOnHalfway = false;
while (conflictPositionLength > 0)
{
minelayingPosition = conflictPositionQueue[0].Value;
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
DequeueFirstConflictPosition();
else
{
layMineOnHalfway = hasEnemyNearby;
break;
}
}
TraitPair<Minelayer>[] minelayers = null;
if (conflictPositionLength == 0)
{
// If enemy turtle themselves at base and we don't have valid position recorded,
// we will try find a location that at the middle of pathfinding cells
if (favoritePositionsLength == 0)
{
minelayers = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (minelayers.Length == 0)
return;
var enemies = world.Actors.Where(a => IsPreferredEnemyUnit(a)).ToArray();
if (enemies.Length == 0)
return;
var enemy = enemies.Random(world.LocalRandom);
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
AIUtils.BotDebug($"{player}: try find a location to lay mine.");
EnqueueConflictPosition(cells[cells.Count / 2]);
// We don't do other things in this tick, just find new location and abort
return;
}
}
return;
}
else
{
while (favoritePositionsLength > 0)
{
minelayingPosition = favoritePositions[currentFavoritePositionIndex].Value;
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
{
DeleteCurrentFavoritePosition();
if (favoritePositionsLength == 0)
return;
}
else
{
layMineOnHalfway = hasEnemyNearby;
useFavoritePosition = true;
break;
}
}
}
}
minelayers ??= world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (minelayers.Length == 0)
return;
var orderedActors = new List<Actor>();
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
orderedActors.Add(minelayer.Actor);
// if there is enemy actor nearby, we will try to lay mine on
// 3/4 distance to desired position (the path cell is reversed)
if (layMineOnHalfway)
{
minelayingPosition = cells[cells.Count * 1 / 4];
layMineOnHalfway = false;
}
if (orderedActors.Count >= Info.MaxPerAssign)
break;
}
}
if (orderedActors.Count > 0)
{
if (useFavoritePosition)
{
AIUtils.BotDebug($"{player}: Use favorite position {minelayingPosition} at index {currentFavoritePositionIndex}");
NextFavoritePositionIndex();
}
else
{
DequeueFirstConflictPosition();
AddPositionToFavoritePositions(minelayingPosition);
AIUtils.BotDebug($"{player}: Use in time conflict position {minelayingPosition}");
}
var vec = new CVec(Info.MineFieldRadius, Info.MineFieldRadius);
bot.QueueOrder(
new Order(
"PlaceMinefield",
null,
Target.FromCell(world, minelayingPosition + vec),
false,
groupedActors: orderedActors.ToArray())
{ ExtraLocation = minelayingPosition - vec });
bot.QueueOrder(
new Order(
"Move",
null,
Target.FromCell(world, orderedActors[0].Location),
true,
groupedActors: orderedActors.ToArray()));
}
else
{
if (useFavoritePosition)
DeleteCurrentFavoritePosition();
else
DequeueFirstConflictPosition();
}
}
}
void DequeueFirstConflictPosition()
{
for (var i = 1; i < conflictPositionLength; i++)
conflictPositionQueue[i - 1] = conflictPositionQueue[i];
conflictPositionQueue[conflictPositionLength - 1] = null;
conflictPositionLength--;
}
void DeleteCurrentFavoritePosition()
{
for (var i = currentFavoritePositionIndex; i < favoritePositionsLength - 1; i++)
favoritePositions[i] = favoritePositions[i + 1];
favoritePositions[favoritePositionsLength - 1] = null;
if (--favoritePositionsLength > 0)
currentFavoritePositionIndex %= favoritePositionsLength;
}
void AddPositionToFavoritePositions(CPos cpos)
{
var favoriteDistSquare = Info.FavoritePositionDistance * Info.FavoritePositionDistance;
var closestIndex = 0;
var closestDistSquare = int.MaxValue;
for (var i = 0; i < favoritePositionsLength; i++)
{
var lengthsquare = (favoritePositions[i].Value - cpos).LengthSquared;
if (lengthsquare < closestDistSquare)
{
closestIndex = i;
closestDistSquare = lengthsquare;
}
}
// Add new if there is space
if (closestDistSquare > favoriteDistSquare && favoritePositionsLength < favoritePositions.Length)
{
favoritePositions[favoritePositionsLength] = cpos;
favoritePositionsLength++;
}
else
{
var pos = favoritePositions[closestIndex].Value;
favoritePositions[closestIndex] = (pos - cpos) / 2 + cpos;
}
}
void NextFavoritePositionIndex()
{
currentFavoritePositionIndex = (currentFavoritePositionIndex + 1) % favoritePositionsLength;
}
bool IsPreferredEnemyUnit(Actor actor)
{
if (actor == null || actor.IsDead || player.RelationshipWith(actor.Owner) != PlayerRelationship.Enemy || actor.Info.HasTraitInfo<HuskInfo>())
return false;
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && !targetTypes.Overlaps(Info.IgnoredEnemyTargetTypes);
}
(bool HasInvalidActors, bool HasEnemyNearby) HasInvalidActorInCircle(WPos pos, WDist dist)
{
var hasInvalidActor = false;
var hasEnemyActor = false;
hasInvalidActor = world.FindActorsInCircle(pos, dist).Any(actor =>
{
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
{
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromAlliedTargetTypes);
}
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
{
hasEnemyActor = true;
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromEnemyTargetTypes);
}
return false;
});
return (hasInvalidActor, hasEnemyActor);
}
void EnqueueConflictPosition(CPos cell)
{
if (conflictPositionLength < MaxPositionCacheLength)
{
conflictPositionQueue[conflictPositionLength] = cell;
conflictPositionLength++;
}
else
conflictPositionQueue[MaxPositionCacheLength - 1] = cell;
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (alertedTicks > 0 || !IsPreferredEnemyUnit(e.Attacker))
return;
alertedTicks = RepeatedAltertTicks;
var hasInvalidActor = HasInvalidActorInCircle(self.CenterPosition, WDist.FromCells(Info.AwayFromCellDistance)).HasInvalidActors;
if (hasInvalidActor)
return;
var targetTypes = self.GetEnabledTargetTypes();
CPos pos;
if (!targetTypes.IsEmpty && targetTypes.Overlaps(Info.UseEnemyLocationTargetTypes))
pos = e.Attacker.Location;
else
pos = self.Location;
EnqueueConflictPosition(pos);
}
}
}