Files
OpenRA/OpenRA.Mods.RA/AI/States/AirStates.cs
2014-08-21 11:27:52 +02:00

260 lines
6.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
{
abstract class AirStateBase : StateBase
{
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.ValidTargets.Contains("Air"))
{
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 world = owner.world;
detectedEnemyTarget = null;
var x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
var y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.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, owner.world.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.p.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 limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return limitedAmmo != null && limitedAmmo.FullAmmo();
}
protected static bool HasAmmo(Actor a)
{
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return limitedAmmo != null && limitedAmmo.HasAmmo();
}
protected static bool ReloadsAutomatically(Actor a)
{
return a.HasTrait<Reloads>();
}
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.fsm.ChangeState(owner, new AirFleeState(), true);
return;
}
var e = FindDefenselessTarget(owner);
if (e == null)
return;
owner.Target = e;
owner.fsm.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.Target = closestEnemy;
else
{
owner.fsm.ChangeState(owner, new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.Target.CenterPosition))
{
owner.fsm.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.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
}
}
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.fsm.ChangeState(owner, new AirIdleState(), true);
}
public void Deactivate(Squad owner) { }
}
}