Changes included: Decision can be defined for the AI support powers, governing their targeting. Each decision can be made up of multiple considerations.
156 lines
4.9 KiB
C#
156 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA;
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using OpenRA.Mods.RA.AI;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Adds metadata for the AI bots.")]
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public class SupportPowerDecision
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{
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[Desc("What is the minimum attractiveness we will use this power for?")]
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public readonly int MinimumAttractiveness = 1;
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[Desc("What support power does this decision apply to?")]
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public readonly string OrderName = "AirstrikePowerInfoOrder";
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[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")]
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public readonly int CoarseScanRadius = 20;
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[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
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public readonly int FineScanRadius = 2;
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[FieldLoader.LoadUsing("LoadConsiderations")]
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[Desc("The decisions associated with this power")]
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readonly List<Consideration> Considerations = new List<Consideration>();
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[Desc("Minimum ticks to wait until next Decision scan attempt.")]
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public readonly int MinimumScanTimeInterval = 250;
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[Desc("Maximum ticks to wait until next Decision scan attempt.")]
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public readonly int MaximumScanTimeInterval = 262;
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public SupportPowerDecision(MiniYaml yaml)
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{
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FieldLoader.Load(this, yaml);
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}
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static object LoadConsiderations(MiniYaml yaml)
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{
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var ret = new List<Consideration>();
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foreach (var d in yaml.Nodes)
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if (d.Key.Split('@')[0] == "Consideration")
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ret.Add(new Consideration(d.Value));
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return ret;
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}
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///<summary>Evaluates the attractiveness of a position according to all considerations</summary>
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public int GetAttractiveness(WPos pos, Player firedBy)
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{
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var answer = 0;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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if (!world.Map.Contains(targetTile))
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return 0;
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foreach (var consideration in Considerations)
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{
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var radiusToUse = new WRange(consideration.CheckRadius.Range);
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var checkActors = world.FindActorsInCircle(pos, radiusToUse);
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foreach (var scrutinized in checkActors)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner]);
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}
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return answer;
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}
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///<summary>Evaluates the attractiveness of a group of actors according to all considerations</summary>
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public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
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{
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var answer = 0;
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foreach (var consideration in Considerations)
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foreach (var scrutinized in actors)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.Stances[scrutinized.Owner]);
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return answer;
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}
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public int GetNextScanTime(HackyAI ai) { return ai.random.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
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///<summary>Makes up part of a decision, describing how to evaluate a target.</summary>
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class Consideration
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{
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public enum DecisionMetric { Health, Value, None };
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[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
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public readonly Stance Against = Stance.Enemy;
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[Desc("What types should the desired targets of this power be?")]
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public readonly string[] Types = { "Air", "Ground", "Water" };
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[Desc("How attractive are these types of targets?")]
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public readonly int Attractiveness = 100;
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[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
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public readonly DecisionMetric TargetMetric = DecisionMetric.None;
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[Desc("What is the check radius of this decision?")]
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public readonly WRange CheckRadius = WRange.FromCells(5);
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public Consideration(MiniYaml yaml)
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{
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FieldLoader.Load(this, yaml);
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}
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///<summary>Evaluates a single actor according to the rules defined in this consideration</summary>
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public int GetAttractiveness(Actor a, Stance stance)
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{
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if (stance != Against)
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return 0;
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if (a == null)
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return 0;
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var targetable = a.TraitOrDefault<ITargetable>();
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if (targetable == null)
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return 0;
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if (Types.Intersect(targetable.TargetTypes).Any())
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{
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switch (TargetMetric)
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{
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case DecisionMetric.Value:
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var valueInfo = a.Info.Traits.GetOrDefault<ValuedInfo>();
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return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
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case DecisionMetric.Health:
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var health = a.TraitOrDefault<Health>();
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return (health != null) ? (health.HP / health.MaxHP) * Attractiveness : 0;
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default:
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return Attractiveness;
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}
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}
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return 0;
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}
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}
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}
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}
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