Example #1
0
        protected override BehaviorTreeResults Tick()
        {
            bool hasFollowLanceTarget = AiUtils.HasFollowLanceTarget(this.unit);

            Main.LogDebug($"[AI] [HasFollowLanceTargetNode] {hasFollowLanceTarget}");
            return(new BehaviorTreeResults((hasFollowLanceTarget) ? BehaviorNodeState.Success : BehaviorNodeState.Failure));
        }
Example #2
0
        protected override BehaviorTreeResults Tick()
        {
            int currentRound = tree.battleTechGame.Combat.TurnDirector.CurrentRound;
            int currentPhase = tree.battleTechGame.Combat.TurnDirector.CurrentPhase;
            int actionCount  = (AiUtils.IsOnFirstAction(unit)) ? 1 : 2;

            BehaviorTreeIDEnum behaviorTreeType = (BehaviorTreeIDEnum)AccessTools.Field(typeof(BehaviorTree), "behaviorTreeIDEnum").GetValue(this.tree);

            Main.LogDebug($"[AI] [Round '{currentRound}' Phase '{currentPhase}' Unit Action '{actionCount}'] ['{unit.team.Name}' unit '{unit.DisplayName}' AI type '{behaviorTreeType}'] {this.logMessage}");
            return(new BehaviorTreeResults(requestedState));
        }
Example #3
0
        protected override BehaviorTreeResults Tick()
        {
            if (unit.HasMovedThisRound)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            BehaviorVariableValue targetLanceGuidValue = this.tree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_TARGET_GUID_KEY);

            if (targetLanceGuidValue == null)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            string targetLanceGuid = targetLanceGuidValue.StringVal;
            Lance  targetLance     = DestinationUtil.FindLanceByGUID(this.tree, targetLanceGuid);

            if (targetLance == null)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }
            List <AbstractActor> lanceMembers = AIUtil.GetLanceUnits(this.unit.Combat, this.unit.LanceId);

            float travelDistance = Mathf.Max(this.unit.MaxSprintDistance, this.unit.MaxWalkDistance);

            if (this.waitForLance)
            {
                for (int i = 0; i < lanceMembers.Count; i++)
                {
                    AbstractActor abstractActor = lanceMembers[i] as AbstractActor;

                    if (abstractActor != null)
                    {
                        float lanceMemberTravelDistance = Mathf.Max(abstractActor.MaxWalkDistance, abstractActor.MaxSprintDistance);
                        travelDistance = Mathf.Min(travelDistance, lanceMemberTravelDistance);
                    }
                }
            }

            AbstractActor targetActor   = null;
            float         targetTonnage = 0;

            for (int i = 0; i < targetLance.unitGuids.Count; i++)
            {
                ITaggedItem itemByGUID = this.unit.Combat.ItemRegistry.GetItemByGUID(targetLance.unitGuids[i]);

                if (itemByGUID != null)
                {
                    AbstractActor abstractActor = itemByGUID as AbstractActor;

                    if (abstractActor != null && !abstractActor.IsDead)
                    {
                        if (abstractActor is Mech)
                        {
                            Mech mech = (Mech)abstractActor;
                            if (mech.tonnage > targetTonnage)
                            {
                                targetActor   = mech;
                                targetTonnage = mech.tonnage;
                            }
                        }
                        else if (abstractActor is Vehicle)
                        {
                            Vehicle vehicle = (Vehicle)abstractActor;
                            if (vehicle.tonnage > targetTonnage)
                            {
                                targetActor   = vehicle;
                                targetTonnage = vehicle.tonnage;
                            }
                        }
                    }
                }
            }

            if (targetActor == null)
            {
                Main.Logger.LogError("[MoveToFollowLanceNode] Target Actor is null");
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            Main.LogDebug($"[MoveToFollowLanceNode] Target to follow is '{targetActor.DisplayName} {targetActor.VariantName}'");

            bool shouldSprint = this.tree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_SHOULD_SPRINT_KEY).BoolVal;

            shouldSprint = (!this.unit.HasAnyContactWithEnemy);
            shouldSprint = (this.unit.CurrentPosition - targetActor.CurrentPosition).magnitude > 200f; // sprint if the unit is over 200 metres away

            AbstractActor closestDetectedEnemy = AiUtils.GetClosestDetectedEnemy(this.unit, targetLance);
            Vector3       lookDirection        = (closestDetectedEnemy == null) ? targetActor.CurrentPosition : closestDetectedEnemy.CurrentPosition;

            MoveType moveType = (shouldSprint) ? MoveType.Sprinting : MoveType.Walking;

            this.unit.Pathing.UpdateAIPath(targetActor.CurrentPosition, lookDirection, moveType);

            Vector3 vectorToTarget   = this.unit.Pathing.ResultDestination - this.unit.CurrentPosition;
            float   distanceToTarget = vectorToTarget.magnitude;

            if (distanceToTarget > travelDistance)
            {
                // If the target is out of range, head in the direction of that unit to the maximum possible travel distance for this turn
                vectorToTarget = vectorToTarget.normalized * travelDistance;
            }

            // Ensure the units aren't crowded
            Vector3 targetDestination = RoutingUtil.Decrowd(this.unit.CurrentPosition + vectorToTarget, this.unit);

            targetDestination = RegionUtil.MaybeClipMovementDestinationToStayInsideRegion(this.unit, targetDestination);

            float followLanceZoneRadius = this.unit.BehaviorTree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_ZONE_RADIUS_KEY).FloatVal;

            if (RoutingUtils.IsUnitInsideRadiusOfPoint(this.unit, targetActor.CurrentPosition, followLanceZoneRadius))
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            this.unit.Pathing.UpdateAIPath(targetDestination, lookDirection, (shouldSprint) ? MoveType.Sprinting : MoveType.Walking);
            targetDestination = this.unit.Pathing.ResultDestination;
            float        maxCost             = this.unit.Pathing.MaxCost;
            PathNodeGrid currentGrid         = this.unit.Pathing.CurrentGrid;
            Vector3      targetActorPosition = targetActor.CurrentPosition;

            if ((currentGrid.GetValidPathNodeAt(targetDestination, maxCost) == null || (targetDestination - targetActor.CurrentPosition).magnitude > 1f) && this.unit.Combat.EncounterLayerData.inclineMeshData != null)
            {
                float maxSlope = Mathf.Tan(0.0174532924f * AIUtil.GetMaxSteepnessForAllLance(this.unit));
                List <AbstractActor> lanceUnits = AIUtil.GetLanceUnits(this.unit.Combat, this.unit.LanceId);
                targetDestination = this.unit.Combat.EncounterLayerData.inclineMeshData.GetDestination(this.unit.CurrentPosition, targetDestination, maxCost, maxSlope, this.unit, shouldSprint, lanceUnits, this.unit.Pathing.CurrentGrid, out targetActorPosition);
            }

            Vector3 currentPosition = this.unit.CurrentPosition;

            AIUtil.LogAI(string.Format("issuing order from [{0} {1} {2}] to [{3} {4} {5}] looking at [{6} {7} {8}]", new object[] {
                currentPosition.x,
                currentPosition.y,
                currentPosition.z,
                targetDestination.x,
                targetDestination.y,
                targetDestination.z,
                targetActorPosition.x,
                targetActorPosition.y,
                targetActorPosition.z
            }), "AI.DecisionMaking");

            return(new BehaviorTreeResults(BehaviorNodeState.Success)
            {
                orderInfo = new MovementOrderInfo(targetDestination, targetActorPosition)
                {
                    IsSprinting = shouldSprint
                },
                debugOrderString = string.Format("{0} moving toward destination: {1} dest: {2}", this.name, targetDestination, targetActor.CurrentPosition)
            });
        }
Example #4
0
        protected override BehaviorTreeResults Tick()
        {
            if (unit.HasMovedThisRound)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            BehaviorVariableValue targetLanceGuidValue = this.tree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_TARGET_GUID_KEY);

            if (targetLanceGuidValue == null)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            string targetLanceGuid = targetLanceGuidValue.StringVal;
            Lance  targetLance     = DestinationUtil.FindLanceByGUID(this.tree, targetLanceGuid);

            if (targetLance == null)
            {
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            AbstractActor closestEnemy = null;

            if (Main.Settings.AiSettings.FollowAiSettings.StopWhen == "OnEnemyVisible")
            {
                Main.LogDebug($"[MoveToFollowLanceNode] Looking for closest visible enemy.");
                closestEnemy = AiUtils.GetClosestVisibleEnemy(this.unit, targetLance);
            }
            else // OnEnemyDetected
            {
                Main.LogDebug($"[MoveToFollowLanceNode] Looking for closest detected enemy.");
                closestEnemy = AiUtils.GetClosestDetectedEnemy(this.unit, targetLance);
            }

            if (closestEnemy != null)
            {
                if (Main.Settings.AiSettings.FollowAiSettings.StopWhen != "WhenNotNeeded")
                {
                    Main.LogDebug($"[MoveToFollowLanceNode] Detected enemy. No longer following player mech.");
                    return(new BehaviorTreeResults(BehaviorNodeState.Failure));
                }
                else
                {
                    Main.LogDebug($"[MoveToFollowLanceNode] Enemies detected but keeping tight formation still. Following player mech.");
                }
            }
            else
            {
                Main.LogDebug($"[MoveToFollowLanceNode] No enemies detected. Following player mech.");
            }


            List <AbstractActor> lanceMembers = AIUtil.GetLanceUnits(this.unit.Combat, this.unit.LanceId);
            float travelDistance = Mathf.Max(this.unit.MaxSprintDistance, this.unit.MaxWalkDistance);

            if (this.waitForLance)
            {
                for (int i = 0; i < lanceMembers.Count; i++)
                {
                    AbstractActor abstractActor = lanceMembers[i] as AbstractActor;

                    if (abstractActor != null)
                    {
                        float lanceMemberTravelDistance = Mathf.Max(abstractActor.MaxWalkDistance, abstractActor.MaxSprintDistance);
                        travelDistance = Mathf.Min(travelDistance, lanceMemberTravelDistance);
                    }
                }
            }

            AbstractActor targetActor = GetMechToFollow(targetLance);

            if (targetActor == null)
            {
                Main.Logger.LogError("[MoveToFollowLanceNode] Target Actor is null");
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }

            Main.LogDebug($"[MoveToFollowLanceNode] Target to follow is '{targetActor.DisplayName} {targetActor.VariantName}'");

            bool shouldSprint = this.tree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_SHOULD_SPRINT_KEY).BoolVal;

            Main.LogDebug($"[MoveToFollowLanceNode] Should sprint by behaviour value being set? '{shouldSprint}'");

            shouldSprint = (!this.unit.HasAnyContactWithEnemy);

            Main.LogDebug($"[MoveToFollowLanceNode] Should sprint by contact with enemy? '{shouldSprint}'");

            shouldSprint = (this.unit.CurrentPosition - targetActor.CurrentPosition).magnitude > Main.Settings.AiSettings.FollowAiSettings.MaxDistanceFromTargetBeforeSprinting; // sprint if the unit is over 200 metres away
            Main.LogDebug($"[MoveToFollowLanceNode] Is the follow target further than 200m? Should sprint? '{shouldSprint}'");

            Vector3  lookDirection = (closestEnemy == null) ? targetActor.CurrentPosition : closestEnemy.CurrentPosition;
            MoveType moveType      = (shouldSprint) ? MoveType.Sprinting : MoveType.Walking;

            this.unit.Pathing.UpdateAIPath(targetActor.CurrentPosition, lookDirection, moveType);

            Vector3 vectorToTarget   = this.unit.Pathing.ResultDestination - this.unit.CurrentPosition;
            float   distanceToTarget = vectorToTarget.magnitude;

            if (distanceToTarget > travelDistance)
            {
                Main.LogDebug($"[MoveToFollowLanceNode] Can't reach follow target in one go so will go as far as I can");
                // If the target is out of range, head in the direction of that unit to the maximum possible travel distance for this turn
                vectorToTarget = vectorToTarget.normalized * travelDistance;
            }

            // Ensure the units aren't crowded
            Vector3 targetDestination = RoutingUtil.Decrowd(this.unit.CurrentPosition + vectorToTarget, this.unit);

            targetDestination = RegionUtil.MaybeClipMovementDestinationToStayInsideRegion(this.unit, targetDestination);

            float followLanceZoneRadius = this.unit.BehaviorTree.GetCustomBehaviorVariableValue(FOLLOW_LANCE_ZONE_RADIUS_KEY).FloatVal;

            Main.LogDebug($"[MoveToFollowLanceNode] My follow zone radius is '{followLanceZoneRadius}'");
            if (RoutingUtils.IsUnitInsideRadiusOfPoint(this.unit, targetActor.CurrentPosition, followLanceZoneRadius))
            {
                Main.LogDebug($"[MoveToFollowLanceNode] ...and I am inside that zone.");
                return(new BehaviorTreeResults(BehaviorNodeState.Failure));
            }
            else
            {
                Main.LogDebug($"[MoveToFollowLanceNode] ...and I am NOT inside that zone.");
            }

            this.unit.Pathing.UpdateAIPath(targetDestination, lookDirection, moveType);
            targetDestination = this.unit.Pathing.ResultDestination;
            float        maxCost             = this.unit.Pathing.MaxCost;
            PathNodeGrid currentGrid         = this.unit.Pathing.CurrentGrid;
            Vector3      targetActorPosition = targetActor.CurrentPosition;

            // This method seems to get called all the time - this is meant to be a last resort method I think. I wonder why the other AI pathfinding methods don't work?
            if ((currentGrid.GetValidPathNodeAt(targetDestination, maxCost) == null || (targetDestination - targetActor.CurrentPosition).magnitude > 1f) && this.unit.Combat.EncounterLayerData.inclineMeshData != null)
            {
                float maxSlope = Mathf.Tan(0.0174532924f * AIUtil.GetMaxSteepnessForAllLance(this.unit));
                List <AbstractActor> lanceUnits = AIUtil.GetLanceUnits(this.unit.Combat, this.unit.LanceId);
                targetDestination = this.unit.Combat.EncounterLayerData.inclineMeshData.GetDestination(this.unit.CurrentPosition, targetDestination, maxCost, maxSlope, this.unit, shouldSprint, lanceUnits, this.unit.Pathing.CurrentGrid, out targetActorPosition);
            }

            Vector3 currentPosition = this.unit.CurrentPosition;

            AIUtil.LogAI(string.Format("issuing order from [{0} {1} {2}] to [{3} {4} {5}] looking at [{6} {7} {8}]", new object[] {
                currentPosition.x,
                currentPosition.y,
                currentPosition.z,
                targetDestination.x,
                targetDestination.y,
                targetDestination.z,
                targetActorPosition.x,
                targetActorPosition.y,
                targetActorPosition.z
            }), "AI.DecisionMaking");

            // TODO: Factor in jump mechs
            return(new BehaviorTreeResults(BehaviorNodeState.Success)
            {
                orderInfo = new MovementOrderInfo(targetDestination, targetActorPosition)
                {
                    IsSprinting = shouldSprint
                },
                debugOrderString = string.Format("{0} moving toward destination: {1} dest: {2}", this.name, targetDestination, targetActor.CurrentPosition)
            });
        }