protected override BehaviorTreeResults Tick() { if (this.unit.Pathing == null) { return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(false)); } this.tickCount++; if (this.unit.Pathing.ArePathGridsComplete) { Main.LogDebug($"[AI] [BlockUntilPathfindingReadyNode] Block until pathfinding completing with grids complete"); base.LogAI("Block until pathfinding completing with grids complete", "AI.BehaviorNodes"); return(new BehaviorTreeResults(BehaviorNodeState.Success)); } float num = Time.realtimeSinceStartup - this.startTime; if (num > 60f && this.tickCount > 20) { Main.LogDebug($"[AI] [BlockUntilPathfindingReadyNode] Block until pathfinding failing, having timed out with too long a time '{num}' '{this.tickCount}'"); base.LogAI(string.Format("Block until pathfinding failing, having timed out with too long a time {0} {1}", num, this.tickCount), "AI.BehaviorNodes"); return(new BehaviorTreeResults(BehaviorNodeState.Failure)); } Main.LogDebug($"[AI] [BlockUntilPathfindingReadyNode] Block until pathfinding waiting for pathing"); base.LogAI("Block until pathfinding waiting for pathing", "AI.BehaviorNodes"); return(new BehaviorTreeResults(BehaviorNodeState.Running)); }
protected override BehaviorTreeResults Tick() { // don't have lance if (unit.lance == null) { return(new BehaviorTreeResults(BehaviorNodeState.Success)); } var lanceUnits = unit.lance.unitGuids .Select(guid => unit.Combat.FindActorByGUID(guid)) .Where(u => !u.IsDead) .ToArray(); // solo in lance if (lanceUnits.Length <= 1) { return(new BehaviorTreeResults(BehaviorNodeState.Success)); } var minSpeed = lanceUnits.Min(u => u.MovementCaps.MaxWalkDistance); // ReSharper disable once CompareOfFloatsByEqualityOperator var slowestUnit = lanceUnits.First(u => minSpeed == u.MovementCaps.MaxWalkDistance); return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(unit == slowestUnit)); }
override protected BehaviorTreeResults Tick() { unit.BehaviorTree.enemyUnits = new List <ICombatant>(); List <ITaggedItem> items = unit.Combat.ItemRegistry.GetObjectsOfType(TaggedObjectType.Unit); for (int i = 0; i < items.Count; ++i) { ICombatant targetUnit = items[i] as ICombatant; if ((targetUnit != null) && (targetUnit.team.PlayerControlsTeam) && (targetUnit.IsOperational)) { unit.BehaviorTree.enemyUnits.Add(targetUnit); } } return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(unit.BehaviorTree.enemyUnits.Count > 0)); }
override protected BehaviorTreeResults Tick() { unit.BehaviorTree.enemyUnits = new List <ICombatant>(); string[] targetTags = { "tutorial_sprint_target" }; TagSet targetTagSet = new TagSet(targetTags); List <ITaggedItem> items = unit.Combat.ItemRegistry.GetObjectsOfTypeWithTagSet(TaggedObjectType.Unit, targetTagSet); for (int i = 0; i < items.Count; ++i) { ICombatant targetUnit = items[i] as ICombatant; if ((targetUnit != null) && (targetUnit.IsOperational)) { unit.BehaviorTree.enemyUnits.Add(targetUnit); } } return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(unit.BehaviorTree.enemyUnits.Count > 0)); }
override protected BehaviorTreeResults Tick() { const int laserCount = 2; List <Weapon> lasers = new List <Weapon>(); for (int wi = 0; wi < unit.Weapons.Count; ++wi) { if (lasers.Count >= laserCount) { break; } Weapon w = unit.Weapons[wi]; // TODO? (dlecompte) make this more specific if (w.WeaponCategoryValue.IsEnergy) { lasers.Add(w); } } if ((lasers.Count == 0) || (unit.BehaviorTree.enemyUnits.Count == 0)) { return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(false)); } AttackOrderInfo attackOrder = new AttackOrderInfo(unit.BehaviorTree.enemyUnits[0]); attackOrder.Weapons = lasers; attackOrder.TargetUnit = unit.BehaviorTree.enemyUnits[0]; BehaviorTreeResults results = new BehaviorTreeResults(BehaviorNodeState.Success); results.orderInfo = attackOrder; return(results); }
override protected BehaviorTreeResults Tick() { return(BehaviorTreeResults.BehaviorTreeResultsFromBoolean(unit.Combat.EncounterLayerData.IsInEncounterBounds(unit.CurrentPosition))); }
// Evaluate all possible attacks for the attacker and target based upon their current position. Returns the total damage the target will take, // which will be compared against all other targets to determine the optimal attack to make public static float MakeAttackOrderForTarget(AbstractActor attackerAA, ICombatant target, bool isStationary, out BehaviorTreeResults order) { Mod.Log.Debug?.Write($"Evaluating AttackOrder from ({CombatantUtils.Label(attackerAA)}) against ({CombatantUtils.Label(target)} at position: ({target.CurrentPosition})"); // If the unit has no visibility to the target from the current position, they can't attack. Return immediately. if (!AIUtil.UnitHasVisibilityToTargetFromCurrentPosition(attackerAA, target)) { order = BehaviorTreeResults.BehaviorTreeResultsFromBoolean(false); return(0f); } Mech attackerMech = attackerAA as Mech; float currentHeat = attackerMech == null ? 0f : (float)attackerMech.CurrentHeat; float acceptableHeat = attackerMech == null ? float.MaxValue : AIUtil.GetAcceptableHeatLevelForMech(attackerMech); Mod.Log.Debug?.Write($" heat: current: {currentHeat} acceptable: {acceptableHeat}"); //float weaponToHitThreshold = attackerAA.BehaviorTree.weaponToHitThreshold; // Filter weapons that cannot contribute to the battle CandidateWeapons candidateWeapons = new CandidateWeapons(attackerAA, target); Mech targetMech = target as Mech; bool targetIsEvasive = targetMech != null && targetMech.IsEvasive; List <List <CondensedWeapon> >[] weaponSetsByAttackType = { new List <List <CondensedWeapon> >() { }, new List <List <CondensedWeapon> >() { }, new List <List <CondensedWeapon> >() { } }; // Note: Disabled the evasion fractional checking that Vanilla uses. Should make units more free with ammunition against evasive foes //float evasiveToHitFraction = AIHelper.GetBehaviorVariableValue(attackerAA.BehaviorTree, BehaviorVariableName.Float_EvasiveToHitFloor).FloatVal / 100f; // TODO: Reappropriate BehaviorVariableName.Float_EvasiveToHitFloor as floor for all shots? // Build three sets of sets; ranged, melee, dfa. Each set contains a set of weapons O(n^2) here weaponSetsByAttackType[0] = AEHelper.MakeWeaponSets(candidateWeapons.RangedWeapons); // Evaluate melee attacks string cannotEngageInMeleeMsg = ""; if (attackerMech == null || !attackerMech.CanEngageTarget(target, out cannotEngageInMeleeMsg)) { Mod.Log.Debug?.Write($" attacker cannot melee, or cannot engage due to: '{cannotEngageInMeleeMsg}'"); } else { // Check Retaliation // TODO: Retaliation should consider all possible attackers, not just the attacker // TODO: Retaliation should consider how much damage you do with melee vs. non-melee - i.e. punchbots should probably prefer punching over weak weapons fire // TODO: Should consider if heat would be reduced by melee attack if (AEHelper.MeleeDamageOutweighsRisk(attackerMech, target)) { // Generate base list List <List <CondensedWeapon> > meleeWeaponSets = AEHelper.MakeWeaponSets(candidateWeapons.MeleeWeapons); // Add melee weapons to each set CondensedWeapon cMeleeWeapon = new CondensedWeapon(attackerMech.MeleeWeapon); for (int i = 0; i < meleeWeaponSets.Count; i++) { meleeWeaponSets[i].Add(cMeleeWeapon); } weaponSetsByAttackType[1] = meleeWeaponSets; } else { Mod.Log.Debug?.Write($" potential melee retaliation too high, skipping melee."); } } WeaponHelper.FilterWeapons(attackerAA, target, out List <Weapon> rangedWeps, out List <Weapon> meleeWeps, out List <Weapon> dfaWeps); AttackDetails attackDetails = new AttackDetails(attacker: attackerAA, target: target as AbstractActor, attackPos: attackerAA.CurrentPosition, targetPos: target.CurrentPosition, useRevengeBonus: true); AttackEvaluation rangedAE = RangedCalculator.OptimizeAttack(attackDetails, rangedWeps); AttackEvaluation meleeAE = MeleeCalculator.OptimizeAttack(meleeWeps, attackerAA, target); AttackEvaluation dfaAE = DFACalculator.OptimizeAttack(dfaWeps, attackerAA, target); List <AttackEvaluation> allAttackSolutions = new List <AttackEvaluation>() { rangedAE, meleeAE, dfaAE }; Mod.Log.Debug?.Write(string.Format("found {0} different attack solutions", allAttackSolutions.Count)); // TODO: Apply mode - CleverGirlHelper.ApplyAmmoMode(wep, cWeapon.ammoAndMode); // Find the attack with the best damage across all attacks float bestRangedEDam = 0f; float bestMeleeEDam = 0f; float bestDFAEDam = 0f; for (int m = 0; m < allAttackSolutions.Count; m++) { AttackEvaluation attackEvaluation = allAttackSolutions[m]; Mod.Log.Debug?.Write($"evaluated attack of type {attackEvaluation.AttackType} with {attackEvaluation.WeaponList.Count} weapons, " + $"damage EV of {attackEvaluation.ExpectedDamage}, heat {attackEvaluation.HeatGenerated}"); switch (attackEvaluation.AttackType) { case AIUtil.AttackType.Shooting: bestRangedEDam = Mathf.Max(bestRangedEDam, attackEvaluation.ExpectedDamage); break; case AIUtil.AttackType.Melee: bestMeleeEDam = Mathf.Max(bestMeleeEDam, attackEvaluation.ExpectedDamage); break; case AIUtil.AttackType.DeathFromAbove: bestDFAEDam = Mathf.Max(bestDFAEDam, attackEvaluation.ExpectedDamage); break; default: Debug.Log("unknown attack type: " + attackEvaluation.AttackType); break; } } Mod.Log.Debug?.Write($"best shooting: {bestRangedEDam} melee: {bestMeleeEDam} dfa: {bestDFAEDam}"); //float existingTargetDamageForOverheat = AIHelper.GetBehaviorVariableValue(attackerAA.BehaviorTree, BehaviorVariableName.Float_ExistingTargetDamageForOverheatAttack).FloatVal; AbstractActor targetActor = target as AbstractActor; List <PathNode> meleeDestsForTarget = attackerMech.Pathing.GetMeleeDestsForTarget(targetActor); // LOGIC: Now, evaluate every set of attacks in the list for (int n = 0; n < allAttackSolutions.Count; n++) { AttackEvaluator.AttackEvaluation attackEvaluation2 = allAttackSolutions[n]; Mod.Log.Debug?.Write("------"); Mod.Log.Debug?.Write($"Evaluating attack solution #{n} vs target: {CombatantUtils.Label(targetActor)}"); // TODO: Do we really need this spam? StringBuilder weaponListSB = new StringBuilder(); weaponListSB.Append(" Weapons: ("); foreach (Weapon weapon3 in attackEvaluation2.WeaponList) { weaponListSB.Append("'"); weaponListSB.Append(weapon3.Name); weaponListSB.Append("', "); } weaponListSB.Append(")"); Mod.Log.Debug?.Write(weaponListSB.ToString()); if (attackEvaluation2.WeaponList.Count == 0) { Mod.Log.Debug?.Write("SOLUTION REJECTED - no weapons!"); } // TODO: Does heatGenerated account for jump heat? // TODO: Does not rollup heat! bool willCauseOverheat = attackEvaluation2.HeatGenerated + currentHeat > acceptableHeat; Mod.Log.Debug?.Write($"heat generated: {attackEvaluation2.HeatGenerated} current: {currentHeat} acceptable: {acceptableHeat} willOverheat: {willCauseOverheat}"); if (willCauseOverheat && attackerMech.OverheatWillCauseDeath()) { Mod.Log.Debug?.Write("SOLUTION REJECTED - overheat would cause own death"); continue; } // TODO: Check for acceptable damage from overheat - as per below //bool flag6 = num4 >= existingTargetDamageForOverheat; //Mod.Log.Debug?.Write("but enough damage for overheat attack? " + flag6); //bool flag7 = attackEvaluation2.lowestHitChance >= weaponToHitThreshold; //Mod.Log.Debug?.Write("but enough accuracy for overheat attack? " + flag7); //if (willCauseOverheat && (!flag6 || !flag7)) { // Mod.Log.Debug?.Write("SOLUTION REJECTED - not enough damage or accuracy on an attack that will overheat"); // continue; //} // LOGIC: If we have some damage from an attack, can we improve upon it as a morale / called shot / multi-attack? if (attackEvaluation2.ExpectedDamage > 0f) { BehaviorTreeResults behaviorTreeResults = new BehaviorTreeResults(BehaviorNodeState.Success); // LOGIC: Check for a morale attack (based on available morale) - target must be shutdown or knocked down //CalledShotAttackOrderInfo offensivePushAttackOrderInfo = AEHelper.MakeOffensivePushOrder(attackerAA, attackEvaluation2, target); //if (offensivePushAttackOrderInfo != null) { // behaviorTreeResults.orderInfo = offensivePushAttackOrderInfo; // behaviorTreeResults.debugOrderString = attackerAA.DisplayName + " using offensive push"; //} // LOGIC: Check for a called shot - target must be shutdown or knocked down //CalledShotAttackOrderInfo calledShotAttackOrderInfo = AEHelper.MakeCalledShotOrder(attackerAA, attackEvaluation2, target, false); //if (calledShotAttackOrderInfo != null) { // behaviorTreeResults.orderInfo = calledShotAttackOrderInfo; // behaviorTreeResults.debugOrderString = attackerAA.DisplayName + " using called shot"; //} // LOGIC: Check for multi-attack that will fit within our heat boundaries //MultiTargetAttackOrderInfo multiAttackOrderInfo = MultiAttack.MakeMultiAttackOrder(attackerAA, attackEvaluation2, enemyUnitIndex); //if (!willCauseOverheat && multiAttackOrderInfo != null) { // Multi-attack in RT / BTA only makes sense to: // 1. maximize breaching shot (which ignores cover/etc) if you a single weapon // 2. spread status effects around while firing on a single target // 3. maximizing total damage across N targets, while sacrificing potential damage at a specific target // 3a. Especially with set sof weapons across range brackets, where you can split short-range weapons and long-range weapons // behaviorTreeResults.orderInfo = multiAttackOrderInfo; // behaviorTreeResults.debugOrderString = attackerAA.DisplayName + " using multi attack"; //} AttackOrderInfo attackOrderInfo = new AttackOrderInfo(target) { Weapons = attackEvaluation2.WeaponList, TargetUnit = target }; AIUtil.AttackType attackType = attackEvaluation2.AttackType; List <PathNode> dfaDestinations = attackerAA.JumpPathing.GetDFADestsForTarget(targetActor); if (attackType == AIUtil.AttackType.DeathFromAbove) { attackOrderInfo.IsDeathFromAbove = true; attackOrderInfo.Weapons.Remove(attackerMech.MeleeWeapon); attackOrderInfo.Weapons.Remove(attackerMech.DFAWeapon); attackOrderInfo.AttackFromLocation = attackerMech.FindBestPositionToMeleeFrom(targetActor, dfaDestinations); } else if (attackType == AIUtil.AttackType.Melee) { attackOrderInfo.IsMelee = true; attackOrderInfo.Weapons.Remove(attackerMech.MeleeWeapon); attackOrderInfo.Weapons.Remove(attackerMech.DFAWeapon); attackOrderInfo.AttackFromLocation = attackerMech.FindBestPositionToMeleeFrom(targetActor, meleeDestsForTarget); } behaviorTreeResults.orderInfo = attackOrderInfo; behaviorTreeResults.debugOrderString = $" using attack type: {attackEvaluation2.AttackType} against: {target.DisplayName}"; Mod.Log.Debug?.Write("attack order: " + behaviorTreeResults.debugOrderString); order = behaviorTreeResults; return(attackEvaluation2.ExpectedDamage); } Mod.Log.Debug?.Write("Rejecting attack for not having any expected damage"); } Mod.Log.Debug?.Write("There are no targets I can shoot at without overheating."); order = null; return(0f); }