Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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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(
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"What is the coarse scan radius of this power?",
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"For finding the general target area, before doing a detail scan",
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"Should be 10 or more to avoid lag")]
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public readonly int CoarseScanRadius = 20;
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[Desc(
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"What is the fine scan radius of this power?",
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"For doing a detailed scan in the general target area.",
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"Minimum is 1")]
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public readonly int FineScanRadius = 2;
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[FieldLoader.LoadUsing(nameof(LoadConsiderations))]
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[Desc("The decisions associated with this power")]
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public readonly ImmutableArray<Consideration> Considerations = [];
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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.ToImmutableArray();
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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 WDist(consideration.CheckRadius.Length);
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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.RelationshipWith(scrutinized.Owner), firedBy);
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var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
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var tl = world.Map.CellContaining(pos - delta);
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var br = world.Map.CellContaining(pos + delta);
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var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
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// IsValid check filters out Frozen Actors that have not initialized their Owner
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foreach (var scrutinized in checkFrozen)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(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.RelationshipWith(scrutinized.Owner), firedBy);
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return answer;
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}
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public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, 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 frozenActors)
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if (scrutinized.IsValid && scrutinized.Visible)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner));
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return answer;
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}
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public int GetNextScanTime(World world) { return world.LocalRandom.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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public 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 PlayerRelationship Against = PlayerRelationship.Enemy;
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[Desc("What types should the desired targets of this power be?")]
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public readonly BitSet<TargetableType> Types = new("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 WDist CheckRadius = WDist.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, PlayerRelationship stance, Player firedBy)
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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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if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
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return 0;
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if (Types.Overlaps(a.GetEnabledTargetTypes()))
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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.TraitInfoOrDefault<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<IHealth>();
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if (health == null)
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return 0;
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// Cast to long to avoid overflow when multiplying by the health
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return (int)((long)health.HP * Attractiveness / health.MaxHP);
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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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public int GetAttractiveness(FrozenActor fa, PlayerRelationship stance)
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{
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if (stance != Against)
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return 0;
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if (fa == null || !fa.IsValid || !fa.Visible)
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return 0;
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if (Types.Overlaps(fa.TargetTypes))
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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 = fa.Info.TraitInfoOrDefault<ValuedInfo>();
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return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
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case DecisionMetric.Health:
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var healthInfo = fa.Info.TraitInfoOrDefault<IHealthInfo>();
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return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.MaxHP : 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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