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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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{
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abstract class GroundStateBase : StateBase
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{
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Actor leader;
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/// <summary>
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/// Elects a unit to lead the squad, other units in the squad will regroup to the leader if they start to spread out.
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/// The leader remains the same unless a new one is forced or the leader is no longer part of the squad.
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/// </summary>
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protected Actor Leader(Squad owner)
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{
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if (leader == null || !owner.Units.Contains(leader))
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leader = NewLeader(owner);
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return leader;
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}
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static Actor NewLeader(Squad owner)
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{
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IEnumerable<Actor> units = owner.Units;
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// Identify the Locomotor with the most restrictive passable terrain list. For squads with mixed
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// locomotors, we hope to choose the most restrictive option. This means we won't nominate a leader who has
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// more options. This avoids situations where we would nominate a hovercraft as the leader and tanks would
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// fail to follow it because they can't go over water. By forcing us to choose a unit with limited movement
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// options, we maximise the chance other units will be able to follow it. We could still be screwed if the
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// squad has a mix of units with disparate movement, e.g. land units and naval units. We must trust the
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// squad has been formed from a set of units that don't suffer this problem.
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var leastCommonDenominator = units
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.Select(a => a.TraitOrDefault<Mobile>()?.Locomotor)
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.Where(l => l != null)
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.MinByOrDefault(l => l.Info.TerrainSpeeds.Count)
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?.Info.TerrainSpeeds.Count;
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if (leastCommonDenominator != null)
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units = units.Where(a => a.TraitOrDefault<Mobile>()?.Locomotor.Info.TerrainSpeeds.Count == leastCommonDenominator).ToList();
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// Choosing a unit in the center reduces the need for an immediate regroup.
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var centerPosition = units.Select(a => a.CenterPosition).Average();
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return units.MinBy(a => (a.CenterPosition - centerPosition).LengthSquared);
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}
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protected virtual bool ShouldFlee(Squad owner)
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{
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return ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
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}
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protected (Actor Actor, WVec Offset) NewLeaderAndFindClosestEnemy(Squad owner)
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{
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leader = null; // Force a new leader to be elected, useful if we are targeting a new enemy.
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return owner.SquadManager.FindClosestEnemy(Leader(owner));
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}
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protected IEnumerable<(Actor Actor, WVec Offset)> FindEnemies(Squad owner, IEnumerable<Actor> actors)
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{
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return owner.SquadManager.FindEnemies(
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actors,
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Leader(owner));
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}
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protected static Actor ClosestToEnemy(Squad owner)
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{
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return SquadManagerBotModule.ClosestTo(owner.Units, owner.TargetActor);
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}
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}
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sealed class GroundUnitsIdleState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid(Leader(owner)))
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{
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var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
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owner.SetActorToTarget(closestEnemy);
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if (closestEnemy.Actor == null)
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return;
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}
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var enemyUnits =
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FindEnemies(owner,
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owner.World.FindActorsInCircle(owner.Target.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius)))
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.Select(x => x.Actor)
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.ToList();
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if (enemyUnits.Count == 0)
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return;
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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{
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owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
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// We have gathered sufficient units. Attack the nearest enemy unit.
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState());
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}
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else
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class GroundUnitsAttackMoveState : GroundStateBase, IState
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid(Leader(owner)))
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{
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var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
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owner.SetActorToTarget(closestEnemy);
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if (closestEnemy.Actor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
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return;
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}
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}
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var leader = Leader(owner);
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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
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return;
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}
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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.Where(owner.Units.Contains).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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{
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// Since units have different movement speeds, they get separated while approaching the target.
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// Let them regroup into tighter formation.
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owner.Bot.QueueOrder(new Order("Stop", leader, false));
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var units = owner.Units.Where(a => !ownUnits.Contains(a)).ToArray();
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owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, leader.Location), false, groupedActors: units));
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}
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else
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{
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var target = owner.SquadManager.FindClosestEnemy(leader, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius));
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if (target.Actor != null)
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{
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owner.SetActorToTarget(target);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState());
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}
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else
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owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
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}
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class GroundUnitsAttackState : GroundStateBase, IState
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{
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int lastUpdatedTick;
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CPos? lastLeaderLocation;
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Actor lastTarget;
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid(Leader(owner)))
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{
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var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
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owner.SetActorToTarget(closestEnemy);
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if (closestEnemy.Actor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
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return;
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}
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}
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var leader = Leader(owner);
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if (leader.Location != lastLeaderLocation)
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{
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lastLeaderLocation = leader.Location;
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lastUpdatedTick = owner.World.WorldTick;
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}
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if (owner.TargetActor != lastTarget)
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{
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lastTarget = owner.TargetActor;
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lastUpdatedTick = owner.World.WorldTick;
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}
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// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
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// This works around the squad being stuck trying to attack-move to a location
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// that they cannot path to, generating expensive pathfinding calls each tick.
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if (owner.World.WorldTick > lastUpdatedTick + 63)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
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return;
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}
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foreach (var a in owner.Units)
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if (!BusyAttack(a))
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owner.Bot.QueueOrder(new Order("AttackMove", a, owner.Target, false));
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if (ShouldFlee(owner))
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
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}
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public void Deactivate(Squad owner) { }
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}
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sealed class GroundUnitsFleeState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
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}
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public void Deactivate(Squad owner) { owner.SquadManager.UnregisterSquad(owner); }
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}
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}
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