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OpenRA/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/SupportPowerDecision.cs
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207 lines
6.7 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.Collections.Generic;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds metadata for the AI bots.")]
public class SupportPowerDecision
{
[Desc("What is the minimum attractiveness we will use this power for?")]
public readonly int MinimumAttractiveness = 1;
[Desc("What support power does this decision apply to?")]
public readonly string OrderName = "AirstrikePowerInfoOrder";
[Desc("What is the coarse scan radius of this power?", "For finding the general target area, before doing a detail scan", "Should be 10 or more to avoid lag")]
public readonly int CoarseScanRadius = 20;
[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
public readonly int FineScanRadius = 2;
[FieldLoader.LoadUsing(nameof(LoadConsiderations))]
[Desc("The decisions associated with this power")]
public readonly List<Consideration> Considerations = new List<Consideration>();
[Desc("Minimum ticks to wait until next Decision scan attempt.")]
public readonly int MinimumScanTimeInterval = 250;
[Desc("Maximum ticks to wait until next Decision scan attempt.")]
public readonly int MaximumScanTimeInterval = 262;
public SupportPowerDecision(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
static object LoadConsiderations(MiniYaml yaml)
{
var ret = new List<Consideration>();
foreach (var d in yaml.Nodes)
if (d.Key.Split('@')[0] == "Consideration")
ret.Add(new Consideration(d.Value));
return ret;
}
/// <summary>Evaluates the attractiveness of a position according to all considerations.</summary>
public int GetAttractiveness(WPos pos, Player firedBy)
{
var answer = 0;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return 0;
foreach (var consideration in Considerations)
{
var radiusToUse = new WDist(consideration.CheckRadius.Length);
var checkActors = world.FindActorsInCircle(pos, radiusToUse);
foreach (var scrutinized in checkActors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
var tl = world.Map.CellContaining(pos - delta);
var br = world.Map.CellContaining(pos + delta);
var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
// IsValid check filters out Frozen Actors that have not initialized their Owner
foreach (var scrutinized in checkFrozen)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner));
}
return answer;
}
/// <summary>Evaluates the attractiveness of a group of actors according to all considerations.</summary>
public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in actors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
return answer;
}
public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in frozenActors)
if (scrutinized.IsValid && scrutinized.Visible)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner));
return answer;
}
public int GetNextScanTime(World world) { return world.LocalRandom.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
public class Consideration
{
public enum DecisionMetric { Health, Value, None }
[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
public readonly PlayerRelationship Against = PlayerRelationship.Enemy;
[Desc("What types should the desired targets of this power be?")]
public readonly BitSet<TargetableType> Types = new BitSet<TargetableType>("Air", "Ground", "Water");
[Desc("How attractive are these types of targets?")]
public readonly int Attractiveness = 100;
[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
public readonly DecisionMetric TargetMetric = DecisionMetric.None;
[Desc("What is the check radius of this decision?")]
public readonly WDist CheckRadius = WDist.FromCells(5);
public Consideration(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
/// <summary>Evaluates a single actor according to the rules defined in this consideration.</summary>
public int GetAttractiveness(Actor a, PlayerRelationship stance, Player firedBy)
{
if (stance != Against)
return 0;
if (a == null)
return 0;
if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
return 0;
if (Types.Overlaps(a.GetEnabledTargetTypes()))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = a.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var health = a.TraitOrDefault<IHealth>();
if (health == null)
return 0;
// Cast to long to avoid overflow when multiplying by the health
return (int)((long)health.HP * Attractiveness / health.MaxHP);
default:
return Attractiveness;
}
}
return 0;
}
public int GetAttractiveness(FrozenActor fa, PlayerRelationship stance)
{
if (stance != Against)
return 0;
if (fa == null || !fa.IsValid || !fa.Visible)
return 0;
if (Types.Overlaps(fa.TargetTypes))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = fa.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var healthInfo = fa.Info.TraitInfoOrDefault<IHealthInfo>();
return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.MaxHP : 0;
default:
return Attractiveness;
}
}
return 0;
}
}
}
}