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