Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/Squads/States/NavyStates.cs
RoosterDragon aef65d353d Replace DomainIndex internals with a lookup from HierarchicalPathFinder instead
Teach HierarchicalPathFinder to keep a cache of domain indices, refreshing them only on demand and when invalidated by terrain changes. This provides an accurate and quick determination for checking if paths exist between given locations.

By exposing PathExistsForLocomotor on the IPathFinder interface, we can remove the DomainIndex trait entirely.
2022-08-03 23:12:42 +02:00

249 lines
7.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Traits.BotModules.Squads
{
abstract class NavyStateBase : StateBase
{
protected virtual bool ShouldFlee(Squad owner)
{
return ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
}
protected Actor FindClosestEnemy(Squad owner)
{
var first = owner.Units.First();
// Navy squad AI can exploit enemy naval production to find path, if any.
// (Way better than finding a nearest target which is likely to be on Ground)
// You might be tempted to move these lookups into Activate() but that causes null reference exception.
var mobile = first.Trait<Mobile>();
var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a
=> owner.SquadManager.Info.NavalProductionTypes.Contains(a.Info.Name)
&& mobile.PathFinder.PathExistsForLocomotor(mobile.Locomotor, first.Location, a.Location)
&& a.AppearsHostileTo(first));
if (navalProductions.Any())
{
var nearest = navalProductions.ClosestTo(first);
// Return nearest when it is FAR enough.
// If the naval production is within MaxBaseRadius, it implies that
// this squad is close to enemy territory and they should expect a naval combat;
// closest enemy makes more sense in that case.
if ((nearest.Location - first.Location).LengthSquared > owner.SquadManager.Info.MaxBaseRadius * owner.SquadManager.Info.MaxBaseRadius)
return nearest;
}
return owner.SquadManager.FindClosestEnemy(first.CenterPosition);
}
}
class NavyUnitsIdleState : NavyStateBase, 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(owner.SquadManager.Info.IdleScanRadius))
.Where(owner.SquadManager.IsPreferredEnemyUnit).ToList();
if (enemyUnits.Count == 0)
return;
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
{
owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, owner.TargetActor.Location), false, groupedActors: owner.Units.ToArray()));
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackMoveState(), true);
}
else
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackMoveState : NavyStateBase, IState
{
int lastUpdatedTick;
CPos? lastLeaderLocation;
Actor lastTarget;
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 NavyUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader == null)
return;
if (leader.Location != lastLeaderLocation)
{
lastLeaderLocation = leader.Location;
lastUpdatedTick = owner.World.WorldTick;
}
if (owner.TargetActor != lastTarget)
{
lastTarget = owner.TargetActor;
lastUpdatedTick = owner.World.WorldTick;
}
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
// This works around the squad being stuck trying to attack-move to a location
// that they cannot path to, generating expensive pathfinding calls each tick.
if (owner.World.WorldTick > lastUpdatedTick + 63)
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
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));
var units = owner.Units.Where(a => !ownUnits.Contains(a)).ToArray();
owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, leader.Location), false, groupedActors: units));
}
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(owner.SquadManager.IsPreferredEnemyUnit);
var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsAttackState(), true);
}
else
owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, owner.TargetActor.Location), false, groupedActors: owner.Units.ToArray()));
}
if (ShouldFlee(owner))
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsAttackState : NavyStateBase, IState
{
int lastUpdatedTick;
CPos? lastLeaderLocation;
Actor lastTarget;
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 NavyUnitsFleeState(), true);
return;
}
}
var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
if (leader.Location != lastLeaderLocation)
{
lastLeaderLocation = leader.Location;
lastUpdatedTick = owner.World.WorldTick;
}
if (owner.TargetActor != lastTarget)
{
lastTarget = owner.TargetActor;
lastUpdatedTick = owner.World.WorldTick;
}
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
// This works around the squad being stuck trying to attack-move to a location
// that they cannot path to, generating expensive pathfinding calls each tick.
if (owner.World.WorldTick > lastUpdatedTick + 63)
{
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), 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 NavyUnitsFleeState(), true);
}
public void Deactivate(Squad owner) { }
}
class NavyUnitsFleeState : NavyStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
GoToRandomOwnBuilding(owner);
owner.FuzzyStateMachine.ChangeState(owner, new NavyUnitsIdleState(), true);
}
public void Deactivate(Squad owner) { owner.Units.Clear(); }
}
}