Files
OpenRA/OpenRA.Mods.Common/AI/States/GroundStates.cs

175 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
abstract class GroundStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
return owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition);
}
}
class GroundUnitsIdleState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy == null)
return;
owner.TargetActor = closestEnemy;
}
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (!enemyUnits.Any())
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
foreach (var u in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", u, Target.FromCell(owner.World, owner.TargetActor.Location), false));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsAttackMoveState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.First().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
// Since units have different movement speeds, they get separated while approaching the target.
// Let them regroup into tighter formation.
owner.Bot.QueueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.Units.Where(a => !ownUnits.Contains(a)))
owner.Bot.QueueOrder(new Order("AttackMove", unit, Target.FromCell(owner.World, leader.Location), false));
}
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
}
else
foreach (var a in owner.Units)
owner.Bot.QueueOrder(new Order("AttackMove", a, Target.FromCell(owner.World, owner.TargetActor.Location), false));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsAttackState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.IsTargetValid)
{
var closestEnemy = FindClosestEnemy(owner);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.Units)
if (!BusyAttack(a))
owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class GroundUnitsFleeState : GroundStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}