Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
271 lines
8.5 KiB
C#
271 lines
8.5 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright (c) The OpenRA Developers and Contributors
|
|
* 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, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits.BotModules.Squads
|
|
{
|
|
abstract class GroundStateBase : StateBase
|
|
{
|
|
Actor leader;
|
|
|
|
/// <summary>
|
|
/// Elects a unit to lead the squad, other units in the squad will regroup to the leader if they start to spread out.
|
|
/// The leader remains the same unless a new one is forced or the leader is no longer part of the squad.
|
|
/// </summary>
|
|
protected Actor Leader(Squad owner)
|
|
{
|
|
if (leader == null || !owner.Units.Contains(leader))
|
|
leader = NewLeader(owner);
|
|
return leader;
|
|
}
|
|
|
|
static Actor NewLeader(Squad owner)
|
|
{
|
|
IEnumerable<Actor> units = owner.Units;
|
|
|
|
// Identify the Locomotor with the most restrictive passable terrain list. For squads with mixed
|
|
// locomotors, we hope to choose the most restrictive option. This means we won't nominate a leader who has
|
|
// more options. This avoids situations where we would nominate a hovercraft as the leader and tanks would
|
|
// fail to follow it because they can't go over water. By forcing us to choose a unit with limited movement
|
|
// options, we maximise the chance other units will be able to follow it. We could still be screwed if the
|
|
// squad has a mix of units with disparate movement, e.g. land units and naval units. We must trust the
|
|
// squad has been formed from a set of units that don't suffer this problem.
|
|
var leastCommonDenominator = units
|
|
.Select(a => a.TraitOrDefault<Mobile>()?.Locomotor)
|
|
.Where(l => l != null)
|
|
.MinByOrDefault(l => l.Info.TerrainSpeeds.Count)
|
|
?.Info.TerrainSpeeds.Count;
|
|
if (leastCommonDenominator != null)
|
|
units = units.Where(a => a.TraitOrDefault<Mobile>()?.Locomotor.Info.TerrainSpeeds.Count == leastCommonDenominator).ToList();
|
|
|
|
// Choosing a unit in the center reduces the need for an immediate regroup.
|
|
var centerPosition = units.Select(a => a.CenterPosition).Average();
|
|
return units.MinBy(a => (a.CenterPosition - centerPosition).LengthSquared);
|
|
}
|
|
|
|
protected virtual bool ShouldFlee(Squad owner)
|
|
{
|
|
return ShouldFlee(owner, enemies => !AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemies));
|
|
}
|
|
|
|
protected (Actor Actor, WVec Offset) NewLeaderAndFindClosestEnemy(Squad owner)
|
|
{
|
|
leader = null; // Force a new leader to be elected, useful if we are targeting a new enemy.
|
|
return owner.SquadManager.FindClosestEnemy(Leader(owner));
|
|
}
|
|
|
|
protected IEnumerable<(Actor Actor, WVec Offset)> FindEnemies(Squad owner, IEnumerable<Actor> actors)
|
|
{
|
|
return owner.SquadManager.FindEnemies(
|
|
actors,
|
|
Leader(owner));
|
|
}
|
|
|
|
protected static Actor ClosestToEnemy(Squad owner)
|
|
{
|
|
return SquadManagerBotModule.ClosestTo(owner.Units, owner.TargetActor);
|
|
}
|
|
}
|
|
|
|
sealed class GroundUnitsIdleState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.IsTargetValid(Leader(owner)))
|
|
{
|
|
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
|
|
owner.SetActorToTarget(closestEnemy);
|
|
if (closestEnemy.Actor == null)
|
|
return;
|
|
}
|
|
|
|
var enemyUnits =
|
|
FindEnemies(owner,
|
|
owner.World.FindActorsInCircle(owner.Target.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius)))
|
|
.Select(x => x.Actor)
|
|
.ToList();
|
|
|
|
if (enemyUnits.Count == 0)
|
|
return;
|
|
|
|
if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
|
|
{
|
|
owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
|
|
|
|
// We have gathered sufficient units. Attack the nearest enemy unit.
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackMoveState());
|
|
}
|
|
else
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
sealed class GroundUnitsAttackMoveState : GroundStateBase, IState
|
|
{
|
|
int lastUpdatedTick;
|
|
CPos? lastLeaderLocation;
|
|
Actor lastTarget;
|
|
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.IsTargetValid(Leader(owner)))
|
|
{
|
|
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
|
|
owner.SetActorToTarget(closestEnemy);
|
|
if (closestEnemy.Actor == null)
|
|
{
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
|
|
return;
|
|
}
|
|
}
|
|
|
|
var leader = Leader(owner);
|
|
if (leader.Location != lastLeaderLocation)
|
|
{
|
|
lastLeaderLocation = leader.Location;
|
|
lastUpdatedTick = owner.World.WorldTick;
|
|
}
|
|
|
|
if (owner.TargetActor != lastTarget)
|
|
{
|
|
lastTarget = owner.TargetActor;
|
|
lastUpdatedTick = owner.World.WorldTick;
|
|
}
|
|
|
|
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
|
|
// This works around the squad being stuck trying to attack-move to a location
|
|
// that they cannot path to, generating expensive pathfinding calls each tick.
|
|
if (owner.World.WorldTick > lastUpdatedTick + 63)
|
|
{
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
|
|
return;
|
|
}
|
|
|
|
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
|
|
.Where(owner.Units.Contains).ToHashSet();
|
|
|
|
if (ownUnits.Count < owner.Units.Count)
|
|
{
|
|
// Since units have different movement speeds, they get separated while approaching the target.
|
|
// Let them regroup into tighter formation.
|
|
owner.Bot.QueueOrder(new Order("Stop", leader, false));
|
|
|
|
var units = owner.Units.Where(a => !ownUnits.Contains(a)).ToArray();
|
|
owner.Bot.QueueOrder(new Order("AttackMove", null, Target.FromCell(owner.World, leader.Location), false, groupedActors: units));
|
|
}
|
|
else
|
|
{
|
|
var target = owner.SquadManager.FindClosestEnemy(leader, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius));
|
|
if (target.Actor != null)
|
|
{
|
|
owner.SetActorToTarget(target);
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState());
|
|
}
|
|
else
|
|
owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
|
|
}
|
|
|
|
if (ShouldFlee(owner))
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
sealed class GroundUnitsAttackState : GroundStateBase, IState
|
|
{
|
|
int lastUpdatedTick;
|
|
CPos? lastLeaderLocation;
|
|
Actor lastTarget;
|
|
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
if (!owner.IsTargetValid(Leader(owner)))
|
|
{
|
|
var closestEnemy = NewLeaderAndFindClosestEnemy(owner);
|
|
owner.SetActorToTarget(closestEnemy);
|
|
if (closestEnemy.Actor == null)
|
|
{
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
|
|
return;
|
|
}
|
|
}
|
|
|
|
var leader = Leader(owner);
|
|
if (leader.Location != lastLeaderLocation)
|
|
{
|
|
lastLeaderLocation = leader.Location;
|
|
lastUpdatedTick = owner.World.WorldTick;
|
|
}
|
|
|
|
if (owner.TargetActor != lastTarget)
|
|
{
|
|
lastTarget = owner.TargetActor;
|
|
lastUpdatedTick = owner.World.WorldTick;
|
|
}
|
|
|
|
// HACK: Drop back to the idle state if we haven't moved in 2.5 seconds
|
|
// This works around the squad being stuck trying to attack-move to a location
|
|
// that they cannot path to, generating expensive pathfinding calls each tick.
|
|
if (owner.World.WorldTick > lastUpdatedTick + 63)
|
|
{
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
|
|
return;
|
|
}
|
|
|
|
foreach (var a in owner.Units)
|
|
if (!BusyAttack(a))
|
|
owner.Bot.QueueOrder(new Order("AttackMove", a, owner.Target, false));
|
|
|
|
if (ShouldFlee(owner))
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsFleeState());
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { }
|
|
}
|
|
|
|
sealed class GroundUnitsFleeState : GroundStateBase, IState
|
|
{
|
|
public void Activate(Squad owner) { }
|
|
|
|
public void Tick(Squad owner)
|
|
{
|
|
if (!owner.IsValid)
|
|
return;
|
|
|
|
GoToRandomOwnBuilding(owner);
|
|
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsIdleState());
|
|
}
|
|
|
|
public void Deactivate(Squad owner) { owner.SquadManager.UnregisterSquad(owner); }
|
|
}
|
|
}
|