Files
OpenRA/OpenRA.Mods.Common/AI/States/AirStates.cs
RoosterDragon ab2ef0ba03 Improve performance of target validation.
The Warhead and WeaponInfo classes now maintain preconstructed sets of valid and invalid targets to speed up validation checks since LINQ Intersect no longer has to be called (which recreates the sets internally each time).

Fixed minor bugs in the AI where it was repeating the validation logic but failing to account for invalid targets.
2015-04-02 21:11:12 +01:00

263 lines
6.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
abstract class AirStateBase : StateBase
{
static readonly string[] AirTargetTypes = new[] { "Air" };
protected const int MissileUnitMultiplier = 3;
protected static int CountAntiAirUnits(IEnumerable<Actor> units)
{
if (!units.Any())
return 0;
var missileUnitsCount = 0;
foreach (var unit in units)
{
if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
&& !unit.IsDisabled())
{
var arms = unit.TraitsImplementing<Armament>();
foreach (var a in arms)
{
if (a.Weapon.IsValidTarget(AirTargetTypes))
{
missileUnitsCount++;
break;
}
}
}
}
return missileUnitsCount;
}
protected static Actor FindDefenselessTarget(Squad owner)
{
Actor target = null;
FindSafePlace(owner, out target, true);
return target;
}
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{
var map = owner.World.Map;
detectedEnemyTarget = null;
var x = (map.MapSize.X % DangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + DangerRadius;
var y = (map.MapSize.Y % DangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + DangerRadius;
for (var i = 0; i < x; i += DangerRadius * 2)
{
for (var j = 0; j < y; j += DangerRadius * 2)
{
var pos = new CPos(i, j);
if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
{
if (needTarget && detectedEnemyTarget == null)
continue;
return pos;
}
}
}
return null;
}
protected static bool NearToPosSafely(Squad owner, WPos loc)
{
Actor a;
return NearToPosSafely(owner, loc, out a);
}
protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
{
detectedEnemyTarget = null;
var unitsAroundPos = owner.World.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (!unitsAroundPos.Any())
return true;
if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
{
detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
return true;
}
return false;
}
protected static bool FullAmmo(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.FullAmmo());
}
protected static bool HasAmmo(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.HasAmmo());
}
protected static bool ReloadsAutomatically(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.Info.SelfReloads);
}
protected static bool IsRearm(Actor a)
{
var activity = a.GetCurrentActivity();
if (activity == null)
return false;
var type = activity.GetType();
if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
return true;
var next = activity.NextActivity;
if (next == null)
return false;
var nextType = next.GetType();
if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
return true;
return false;
}
// Checks the number of anti air enemies around units
protected virtual bool ShouldFlee(Squad owner)
{
return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.Units.Count);
}
}
class AirIdleState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (ShouldFlee(owner))
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
var e = FindDefenselessTarget(owner);
if (e == null)
return;
owner.TargetActor = e;
owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
}
public void Deactivate(Squad owner) { }
}
class AirAttackState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
if (!owner.TargetIsValid)
{
var a = owner.Units.Random(owner.Random);
var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition);
if (closestEnemy != null)
owner.TargetActor = closestEnemy;
else
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.TargetActor.CenterPosition))
{
owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
return;
}
foreach (var a in owner.Units)
{
if (BusyAttack(a))
continue;
if (!ReloadsAutomatically(a))
{
if (!HasAmmo(a))
{
if (IsRearm(a))
continue;
owner.World.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
if (IsRearm(a))
continue;
}
if (owner.TargetActor.HasTrait<ITargetable>() && CanAttackTarget(a, owner.TargetActor))
owner.World.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.TargetActor });
}
}
public void Deactivate(Squad owner) { }
}
class AirFleeState : AirStateBase, IState
{
public void Activate(Squad owner) { }
public void Tick(Squad owner)
{
if (!owner.IsValid)
return;
foreach (var a in owner.Units)
{
if (!ReloadsAutomatically(a) && !FullAmmo(a))
{
if (IsRearm(a))
continue;
owner.World.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
owner.World.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
}
owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
}
public void Deactivate(Squad owner) { }
}
}