172 lines
4.8 KiB
C#
172 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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abstract class GroundStateBase : StateBase
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{
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
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}
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}
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class GroundUnitsIdleState : GroundStateBase, 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 (!owner.IsTargetValid)
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{
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var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
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if (t == null) return;
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owner.TargetActor = t;
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}
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Any())
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{
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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foreach (var u in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.TargetActor.Location });
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
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return;
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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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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class GroundUnitsAttackMoveState : GroundStateBase, 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 (!owner.IsTargetValid)
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{
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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}
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}
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader == null)
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return;
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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{
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
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owner.Bot.QueueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.Location });
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}
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else
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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.Where(a1 => !a1.Disposed && !a1.IsDead);
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var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo<ITargetableInfo>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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if (target != null)
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{
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owner.TargetActor = target;
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
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return;
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}
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else
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foreach (var a in owner.Units)
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owner.Bot.QueueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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}
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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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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class GroundUnitsAttackState : GroundStateBase, 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 (!owner.IsTargetValid)
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{
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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}
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}
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("Attack", a, false) { TargetActor = owner.Bot.FindClosestEnemy(a.CenterPosition) });
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
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return;
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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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class GroundUnitsFleeState : GroundStateBase, 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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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
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}
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public void Deactivate(Squad owner) { owner.Units.Clear(); }
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}
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}
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