Files
OpenRA/OpenRA.Mods.Common/AI/AISupportPowerManager.cs
Paul Chote cce9b06a40 Move SupportPowerDecisions to a single parent node.
This is required before we can force all trait
properties to match a TraitInfo-defined field.
2018-06-15 17:24:00 +02:00

176 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
class AISupportPowerManager
{
readonly HackyAI ai;
readonly World world;
readonly Player player;
readonly FrozenActorLayer frozenLayer;
readonly SupportPowerManager supportPowerManager;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
public AISupportPowerManager(HackyAI ai, Player p)
{
this.ai = ai;
world = p.World;
player = p;
frozenLayer = p.PlayerActor.Trait<FrozenActorLayer>();
supportPowerManager = p.PlayerActor.TraitOrDefault<SupportPowerManager>();
foreach (var decision in ai.Info.SupportPowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
}
public void TryToUseSupportPower(Actor self)
{
if (supportPowerManager == null)
return;
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)
{
HackyAI.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
continue;
}
var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
if (attackLocation == null)
{
HackyAI.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(ai);
continue;
}
// Found a target location, check for precise target
attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
if (attackLocation == null)
{
HackyAI.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(ai);
continue;
}
// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
HackyAI.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName);
waitingPowers[sp] += 10;
ai.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true });
}
}
}
/// <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)
{
HackyAI.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 = frozenLayer.FrozenActorsInRegion(region);
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)
{
HackyAI.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, frozenLayer);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new CPos(x, y);
}
}
return bestLocation;
}
}
}