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Add SendUnitToAttackBotModule for mad tank and demotruck #56

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196 changes: 196 additions & 0 deletions OpenRA.Mods.CA/Traits/BotModules/SendUnitToAttackBotModule.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,196 @@
#region Copyright & License Information
/**
* Copyright (c) The OpenRA Combined Arms Developers (see CREDITS).
* This file is part of OpenRA Combined Arms, 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;

namespace OpenRA.Mods.Common.Traits
{
[Flags]
public enum AttackDistance
{
Closest = 0,
Furthest = 1,
Random = 2
}

[TraitLocation(SystemActors.Player)]
[Desc("Bot logic for units that should not be sent with a regular squad, like suicide or subterranean units.")]
public class SendUnitToAttackBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actors used for attack, and their base desire provided for attack desire.",
"When desire reach 100, AI will send them to attack.")]
public readonly Dictionary<string, int> ActorTypesAndAttackDesire = default;

[Desc("Target types that can be targeted.")]
public readonly BitSet<TargetableType> ValidTargets = new BitSet<TargetableType>("Structure");

[Desc("Target types that can't be targeted.")]
public readonly BitSet<TargetableType> InvalidTargets;

[Desc("Player relationships that will be targeted.")]
public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Enemy;

[Desc("Should attack the furthest or closest target. Possible values are Closest, Furthest, Random")]
public readonly AttackDistance AttackDistance = AttackDistance.Closest;

[Desc("Attack order name.")]
public readonly string AttackOrderName = "Attack";

[Desc("Attack location instead of actor.")]
public readonly bool TargetLocation = false;

[Desc("Find target and try attack target in this interval.")]
public readonly int ScanTick = 463;

[Desc("The total attack desire increases by this amount per scan",
"Note: When there is no attack unit, the total attack desire will return to 0.")]
public readonly int AttackDesireIncreasedPerScan = 10;

public override object Create(ActorInitializer init) { return new SendUnitToAttackBotModule(init.Self, this); }
}

public class SendUnitToAttackBotModule : ConditionalTrait<SendUnitToAttackBotModuleInfo>, IBotTick
{
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
readonly Predicate<Actor> unitCannotBeOrderedOrIsBusy;
readonly Predicate<Actor> isInvalidActor;
int minAssignRoleDelayTicks;
Player targetPlayer;
int desireIncreased;

public SendUnitToAttackBotModule(Actor self, SendUnitToAttackBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
isInvalidActor = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != targetPlayer;
unitCannotBeOrdered = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != player;
unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || (!a.IsIdle && !(a.CurrentActivity is FlyIdle));
desireIncreased = 0;
}

protected override void TraitEnabled(Actor self)
{
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
minAssignRoleDelayTicks = world.LocalRandom.Next(0, Info.ScanTick);
}

void IBotTick.BotTick(IBot bot)
{
if (--minAssignRoleDelayTicks <= 0)
{
minAssignRoleDelayTicks = Info.ScanTick;

var attackdesire = 0;
var actors = world.ActorsWithTrait<IPositionable>().Select(at => at.Actor).Where(a =>
{
if (Info.ActorTypesAndAttackDesire.ContainsKey(a.Info.Name) && !unitCannotBeOrderedOrIsBusy(a))
{
attackdesire += Info.ActorTypesAndAttackDesire[a.Info.Name];
return true;
}

return false;
}).ToList();

if (actors.Count == 0)
desireIncreased = 0;
else
desireIncreased += Info.AttackDesireIncreasedPerScan;

if (desireIncreased + attackdesire < 100)
return;

// Randomly choose target player to attack
var targetPlayers = world.Players.Where(p => Info.ValidRelationships.HasRelationship(p.RelationshipWith(player)) && p.WinState != WinState.Lost).ToList();
if (targetPlayers.Count == 0)
return;

targetPlayer = targetPlayers.Random(world.LocalRandom);

var targets = world.Actors.Where(a =>
{
if (isInvalidActor(a))
return false;

var t = a.GetEnabledTargetTypes();

if (!Info.ValidTargets.Overlaps(t) || Info.InvalidTargets.Overlaps(t))
return false;

var hasModifier = false;
var visModifiers = a.TraitsImplementing<IVisibilityModifier>();
foreach (var v in visModifiers)
{
if (v.IsVisible(a, player))
return true;

hasModifier = true;
}

return !hasModifier;
});

switch (Info.AttackDistance)
{
case AttackDistance.Closest:
targets = targets.OrderBy(a => (a.CenterPosition - actors[0].CenterPosition).HorizontalLengthSquared);
break;
case AttackDistance.Furthest:
targets = targets.OrderByDescending(a => (a.CenterPosition - actors[0].CenterPosition).HorizontalLengthSquared);
break;
case AttackDistance.Random:
targets = targets.Shuffle(world.LocalRandom);
break;
}

foreach (var t in targets)
{
var orderedActors = new List<Actor>();

foreach (var a in actors)
{
if (!a.Info.HasTraitInfo<AircraftInfo>())
{
var mobile = a.TraitOrDefault<Mobile>();
if (mobile == null || !mobile.PathFinder.PathExistsForLocomotor(mobile.Locomotor, a.Location, t.Location))
continue;
}

orderedActors.Add(a);
}

actors.RemoveAll(a => orderedActors.Contains(a));

if (orderedActors.Count > 0)
{
var targeting = Target.Invalid;
if (Info.TargetLocation)
targeting = Target.FromCell(world, t.Location);
else
targeting = Target.FromActor(t);

bot.QueueOrder(new Order(Info.AttackOrderName, null, targeting, false, groupedActors: orderedActors.ToArray()));
}

if (actors.Count == 0)
break;
}
}
}
}
}
67 changes: 62 additions & 5 deletions mods/ca/rules/ai.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -1861,7 +1861,7 @@ Player:
SquadSize: 25
SquadSizeRandomBonus: 11
AirUnitsTypes: heli, harr, pmak, hind, yak, mig, suk, suk.upg, kiro, orca, a10, orcb, auro, apch, venm, rah, scrn, stmr, enrv, mshp
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk, dtrk, ttrk, qtnk, spy
NavalUnitsTypes: ss,msub,dd,ca,lst,pt,dd2,pt2,ss2,isub,sb,seas
NavalProductionTypes: syrd, spen, syrd.gdi, spen.nod
ConstructionYardTypes: fact,afac,sfac
Expand Down Expand Up @@ -1937,6 +1937,7 @@ Player:
s3: 40
s4: 15
s6: 5
spy: 2
u3.squad: 40
rmbc: 15
enli: 10
Expand Down Expand Up @@ -2011,6 +2012,9 @@ Player:
4tnk.eradatomic: 40
apoc: 30
apoc.atomic: 30
dtrk: 1
ttrk: 1
qtnk: 1
tpod: 40
rptp: 40
ltnk: 40
Expand Down Expand Up @@ -2112,6 +2116,7 @@ Player:
e6: 1
n6: 1
s6: 1
spy: 2
u3.squad: 2
seal: 5
mech: 3
Expand Down Expand Up @@ -2144,7 +2149,7 @@ Player:
SquadSize: 22
SquadSizeRandomBonus: 9
AirUnitsTypes: heli, harr, pmak, hind, yak, mig, suk, suk.upg, kiro, orca, a10, orcb, auro, apch, venm, rah, scrn, stmr, enrv, mshp
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk, dtrk, ttrk, qtnk, spy
NavalUnitsTypes: ss,msub,dd,ca,lst,pt,dd2,pt2,ss2,isub,sb,seas
NavalProductionTypes: syrd, spen, syrd.gdi, spen.nod
ConstructionYardTypes: fact,afac,sfac
Expand Down Expand Up @@ -2220,6 +2225,7 @@ Player:
s3: 40
s4: 15
s6: 5
spy: 2
u3.squad: 40
rmbc: 15
enli: 10
Expand Down Expand Up @@ -2293,6 +2299,9 @@ Player:
4tnk.eradatomic: 40
apoc: 30
apoc.atomic: 30
dtrk: 1
ttrk: 1
qtnk: 1
tpod: 40
rptp: 40
ltnk: 40
Expand Down Expand Up @@ -2394,6 +2403,7 @@ Player:
e6: 1
n6: 1
s6: 1
spy: 2
u3.squad: 2
seal: 5
mech: 3
Expand Down Expand Up @@ -2426,7 +2436,7 @@ Player:
SquadSize: 18
SquadSizeRandomBonus: 8
AirUnitsTypes: heli, harr, pmak, hind, yak, mig, suk, suk.upg, kiro, orca, a10, orcb, auro, apch, venm, rah, scrn, stmr, enrv, mshp
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk, dtrk, ttrk, qtnk, spy
NavalUnitsTypes: ss,msub,dd,ca,lst,pt,pt2,ss2,dd2,isub,sb,seas
ConstructionYardTypes: fact,afac,sfac
StaticAntiAirTypes: agun, sam, nsam, cram, shar
Expand Down Expand Up @@ -2472,6 +2482,7 @@ Player:
s3: 40
s4: 15
s6: 5
spy: 2
u3.squad: 40
rmbc: 15
enli: 10
Expand Down Expand Up @@ -2541,6 +2552,9 @@ Player:
4tnk.eradatomic: 40
apoc: 30
apoc.atomic: 30
dtrk: 1
ttrk: 1
qtnk: 1
tpod: 40
rptp: 40
ltnk: 40
Expand Down Expand Up @@ -2638,6 +2652,7 @@ Player:
e6: 1
n6: 1
s6: 1
spy: 2
u3.squad: 2
seal: 5
mech: 3
Expand Down Expand Up @@ -2670,7 +2685,7 @@ Player:
SquadSize: 14
SquadSizeRandomBonus: 5
AirUnitsTypes: heli, harr, pmak, hind, yak, mig, suk, suk.upg, kiro, orca, a10, orcb, auro, apch, venm, rah, scrn, stmr, enrv, mshp
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk, dtrk, ttrk, qtnk, spy
NavalUnitsTypes: ss,msub,dd,ca,lst,pt,pt2,ss2,dd2,isub,sb,seas
ConstructionYardTypes: fact,afac,sfac
StaticAntiAirTypes: agun, sam, nsam, cram, shar
Expand Down Expand Up @@ -2716,6 +2731,7 @@ Player:
s3: 40
s4: 15
s6: 5
spy: 2
u3.squad: 40
rmbc: 15
enli: 10
Expand Down Expand Up @@ -2785,6 +2801,9 @@ Player:
4tnk.eradatomic: 40
apoc: 30
apoc.atomic: 30
dtrk: 1
ttrk: 1
qtnk: 1
tpod: 40
rptp: 40
ltnk: 40
Expand Down Expand Up @@ -2882,6 +2901,7 @@ Player:
e6: 1
n6: 1
s6: 1
spy: 2
u3.squad: 2
seal: 5
mech: 3
Expand Down Expand Up @@ -2911,7 +2931,7 @@ Player:
MinimumAttackForceDelay: 25
SquadSize: 1
AirUnitsTypes: heli, harr, pmak, hind, yak, mig, suk, suk.upg, kiro, orca, a10, orcb, auro, apch, venm, rah, scrn, stmr, enrv, mshp
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk
ExcludeFromSquadsTypes: harv, harv.td, harv.scrin, harv.chrono, mcv, amcv, smcv, dog, e6, n6, s6, badr, badr.bomber, badr.cbomber, badr.nbomber, badr.mbomber, b2b, p51, tran.paradrop, halo.paradrop, nhaw.paradrop, u2, smig, a10.bomber, c17, c17.cargo, c17.clustermines, c17.xo, galx, uav, ocar.reinforce, ocar.xo, ocar.pod, horn, yf23.bomber, pod, pod2, pod3, buzz, buzz.ai, mspk, dtrk, ttrk, qtnk, spy
NavalUnitsTypes: ss,msub,dd,ca,lst,pt,pt2,dd2,ss2,isub,sb,seas
ConstructionYardTypes: fact,afac,sfac
StaticAntiAirTypes: agun, sam, nsam, cram, shar
Expand Down Expand Up @@ -2944,6 +2964,7 @@ Player:
s3: 40
s4: 15
s6: 5
spy: 2
u3.squad: 40
rmbc: 15
enli: 10
Expand Down Expand Up @@ -2994,3 +3015,39 @@ Player:
deva: 3
pac: 3
mshp: 1
SendUnitToAttackBotModule@truck:
RequiresCondition: enable-brutal-ai || enable-vhard-ai || enable-hard-ai || enable-normal-ai || enable-easy-ai || enable-naval-ai
ActorTypesAndAttackDesire:
dtrk: 100
ttrk: 100
ValidTargets: Structure
InvalidTargets: Water, WaterStructure
AttackDistance: Furthest
SendUnitToAttackBotModule@Mad:
RequiresCondition: enable-brutal-ai || enable-vhard-ai || enable-hard-ai || enable-normal-ai || enable-easy-ai || enable-naval-ai
ActorTypesAndAttackDesire:
qtnk: 100
ValidTargets: Structure
InvalidTargets: Water, WaterStructure
AttackDistance: Closest
AttackOrderName: DetonateAttack
TargetLocation: true

GrantConditionOnPrerequisite@Disguisespy:
Condition: disguise-first
Prerequisites: disguise.first
SendUnitToAttackBotModule@Disguisespy:
RequiresCondition: (enable-brutal-ai || enable-vhard-ai || enable-hard-ai || enable-normal-ai || enable-easy-ai || enable-naval-ai) && disguise-first
ActorTypesAndAttackDesire:
spy: 100
AttackOrderName: Disguise
ValidTargets: SpyDisguise
AttackDistance: Random
SendUnitToAttackBotModule@Sendspy:
RequiresCondition: (enable-brutal-ai || enable-vhard-ai || enable-hard-ai || enable-normal-ai || enable-easy-ai || enable-naval-ai) && !disguise-first
ActorTypesAndAttackDesire:
spy: 100
AttackOrderName: Infiltrate
ValidTargets: SpyInfiltrate
InvalidTargets: WaterActor
AttackDistance: Random
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