Ensure the target location can be pathed to by all units in the squad, so the squad won't get stuck if some units can't make it. Improve the choice of leader for the squad. We attempt to a choose a leader whose locomotor is the most restrictive in terms of passable terrain. This maximises the chance that the squad will be able to follow the leader along the path to the target. We also keep this choice of leader as the squad advances, this avoids the squad constantly switching leaders and regrouping backwards in some cases.
224 lines
5.6 KiB
C#
224 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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{
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abstract class AirStateBase : StateBase
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{
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(Squad owner, IReadOnlyCollection<Actor> units)
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{
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if (units.Count == 0)
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return 0;
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var missileUnitsCount = 0;
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foreach (var unit in units)
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{
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if (unit == null || unit.Info.HasTraitInfo<AircraftInfo>())
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continue;
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foreach (var ab in unit.TraitsImplementing<AttackBase>())
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{
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if (ab.IsTraitDisabled || ab.IsTraitPaused)
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continue;
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foreach (var a in ab.Armaments)
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{
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if (a.Weapon.IsValidTarget(owner.SquadManager.Info.AircraftTargetType))
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{
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missileUnitsCount++;
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break;
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}
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}
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}
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}
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return missileUnitsCount;
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}
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protected static Actor FindDefenselessTarget(Squad owner)
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{
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FindSafePlace(owner, out var target, true);
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return target;
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}
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protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
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{
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var map = owner.World.Map;
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var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
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detectedEnemyTarget = null;
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var columnCount = (map.MapSize.X + dangerRadius - 1) / dangerRadius;
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var rowCount = (map.MapSize.Y + dangerRadius - 1) / dangerRadius;
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var checkIndices = Exts.MakeArray(columnCount * rowCount, i => i).Shuffle(owner.World.LocalRandom);
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foreach (var i in checkIndices)
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{
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var pos = new MPos(i % columnCount * dangerRadius + dangerRadius / 2, i / columnCount * dangerRadius + dangerRadius / 2).ToCPos(map);
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if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
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{
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if (needTarget && detectedEnemyTarget == null)
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continue;
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return pos;
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}
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}
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return null;
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc)
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{
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return NearToPosSafely(owner, loc, out _);
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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detectedEnemyTarget = null;
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var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
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var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
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.Where(owner.SquadManager.IsPreferredEnemyUnit).ToList();
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if (unitsAroundPos.Count == 0)
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return true;
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if (CountAntiAirUnits(owner, unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
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{
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detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
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return true;
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}
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return false;
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}
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// Checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return ShouldFlee(owner, enemies => CountAntiAirUnits(owner, enemies) * MissileUnitMultiplier > owner.Units.Count);
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}
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}
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sealed class AirIdleState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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var e = FindDefenselessTarget(owner);
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if (e == null)
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return;
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owner.SetActorToTarget((e, WVec.Zero));
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owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class AirAttackState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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var leader = owner.CenterUnit();
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if (!owner.IsTargetValid(leader))
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{
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var closestEnemy = owner.SquadManager.FindClosestEnemy(leader);
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owner.SetActorToTarget(closestEnemy);
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if (closestEnemy.Actor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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}
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if (!NearToPosSafely(owner, owner.Target.CenterPosition))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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foreach (var a in owner.Units)
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{
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if (BusyAttack(a))
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continue;
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var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
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if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()))
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{
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if (IsRearming(a))
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continue;
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if (!HasAmmo(ammoPools))
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{
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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}
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if (CanAttackTarget(a, owner.TargetActor))
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owner.Bot.QueueOrder(new Order("Attack", a, owner.Target, false));
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}
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class AirFleeState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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foreach (var a in owner.Units)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>().ToArray();
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if (!ReloadsAutomatically(ammoPools, a.TraitOrDefault<Rearmable>()) && !FullAmmo(ammoPools))
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{
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if (IsRearming(a))
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continue;
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
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}
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owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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}
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