Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
408 lines
18 KiB
Plaintext
408 lines
18 KiB
Plaintext
// A bounded response by original hunter crews. Enemy positions are immutable
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// radio-delivered snapshots; native perception still owns aiming and firing.
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class ERR_HunterAttackRules
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{
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static float ManeuverBudget(float metres) { return Math.Clamp(30 + metres / 2, 90, 240) * 1000; }
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static bool Fresh(float observed, float now) { return observed >= 0 && now >= observed && now - observed <= 60000; }
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static vector Offset(vector contact, vector forward, int role, int phase)
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{
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vector left = Vector(-forward[2], 0, forward[0]);
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if (role == 0) return contact - forward * 210;
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float side = 1; if (role == 2) side = -1;
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if (phase == 0) return contact - forward * 240 + left * (side * 155);
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if (phase == 1) return contact - forward * 85 + left * (side * 170);
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return contact + forward * 35 + left * (side * 105);
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}
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static bool Stage(vector point, vector contact, vector forward, array<vector> occupied)
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{
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float distance = vector.DistanceXZ(point, contact);
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if (distance < 140 || distance > 500 || vector.Dot(point - contact, forward) > -90) return false;
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foreach (vector other : occupied) if (vector.DistanceXZ(point, other) < 85) return false;
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return true;
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}
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static bool Foot(vector point, vector contact, vector forward, int role)
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{
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vector left = Vector(-forward[2], 0, forward[0]);
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float side = vector.Dot(point - contact, left);
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if (role == 2) side = -side;
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return side >= 65 && vector.DistanceXZ(point, contact) >= 85;
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}
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}
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class ERR_HunterAttack
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{
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vector ReportPosition;
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vector Forward;
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float Observed;
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float Started;
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int Message;
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ref array<ref ERR_HunterTactics> Teams = {};
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bool CoverAlive()
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{
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foreach (ERR_HunterTactics team : Teams)
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if (team.Role == 0 && team.Delivered && team.ArmedCover()) return true;
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return false;
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}
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bool CoverReady()
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{
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foreach (ERR_HunterTactics team : Teams)
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if (team.Role == 0 && team.Covering()) return true;
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return false;
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}
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}
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class ERR_HunterTactics
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{
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ERR_HunterVehicle Unit;
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ERR_HunterAttack Attack;
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int Role; // armed covering vehicle, left infantry, right infantry
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vector Stage;
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vector Approach;
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vector Sector;
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ref ERR_HQRoute Radio;
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ref array<AIWaypoint> Orders = {};
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int State; // awaiting radio, approach, dismount, wait for cover, flank, search, return, finished
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float Deadline;
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float NextRetry;
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int Retries;
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bool Delivered;
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bool Stopped;
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protected bool m_VehicleDetached;
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protected float m_TravelDistance;
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protected ERR_GameMode m_Mode;
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void ERR_HunterTactics(ERR_GameMode mode, ERR_HunterVehicle unit, ERR_HunterAttack attack, int role)
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{
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m_Mode = mode; Unit = unit; Attack = attack; Role = role;
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}
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string Label()
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{
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if (Role == 0) return "cover";
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if (Role == 1) return "left flank";
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return "right flank";
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}
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bool Living()
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{
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if (Stopped || !Unit || Unit.Released || !Unit.Group || !Unit.Entity || !ERR_Actors.Alive(Unit.Entity) || Unit.Group.GetFaction() != m_Mode.EnemyFaction()) return false;
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foreach (IEntity member : Unit.Members)
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if (ERR_Actors.CanFight(member) && !ERR_Actors.Player(member) && ERR_Actors.Group(member) == Unit.Group) return true;
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return false;
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}
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bool Aboard(bool required)
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{
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foreach (IEntity member : Unit.Members)
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{
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if (!ERR_Actors.CanFight(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Unit.Group) continue;
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if ((CompartmentAccessComponent.GetVehicleIn(member) == Unit.Entity) != required) return false;
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}
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return true;
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}
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vector Position()
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{
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IEntity leader = Unit.Group.GetLeaderEntity();
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if (leader) return leader.GetOrigin();
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return Unit.Entity.GetOrigin();
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}
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protected bool VisualCover()
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{
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SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent();
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if (!utility) return false;
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// Cover is useful when this crew really sees a threat in the reported area,
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// not merely when a trace to an old point happens to pass between the trees.
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array<ref ERR_HQVisualContact> visible = {};
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ERR_HQObservation.Gather(utility, GetGame().GetWorld().GetWorldTime(), visible);
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foreach (ERR_HQVisualContact sighting : visible)
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if (vector.DistanceXZ(sighting.Position, Attack.ReportPosition) <= 200) return true;
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return false;
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}
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bool ArmedCover()
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{
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if (!Living() || !Delivered || Role != 0 || State != 3 || !Unit.CrewValid(m_Mode)) return false;
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bool gunner;
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foreach (BaseCompartmentSlot seat : Unit.Seats)
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if (seat && seat.GetType() == ECompartmentType.TURRET && Unit.Members.Contains(seat.GetOccupant()) && ERR_Actors.CanFight(seat.GetOccupant())) gunner = true;
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if (!gunner) return false;
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ERR_HQMountedAmmoSnapshot ammo = ERR_HQMountedAmmoSampler.Inspect(Unit.Entity);
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return ammo && ammo.Complete && ammo.Rounds + ammo.Chambers > 0;
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}
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bool Covering() { return ArmedCover() && VisualCover(); }
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protected void Clear()
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{
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foreach (AIWaypoint waypoint : Orders)
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{
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if (waypoint && Unit && Unit.Group) Unit.Group.RemoveWaypoint(waypoint);
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if (waypoint) SCR_EntityHelper.DeleteEntityAndChildren(waypoint);
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}
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Orders.Clear();
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}
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protected void Add(AIWaypoint waypoint) { Orders.Insert(waypoint); Unit.Group.AddWaypoint(waypoint); }
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protected bool Move(vector position, float radius = 20)
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{
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AIWaypoint move = ERR_SupplyConvoyTactics.Move(position, radius);
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if (!move) return false;
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AIWaypoint corner;
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float travel = vector.DistanceXZ(Position(), position);
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if (Role > 0 && State == 3)
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{
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vector origin = Position();
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vector delta = position - origin; delta[1] = 0;
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float lengthSq = vector.Dot(delta, delta);
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float along;
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if (lengthSq > 1) along = Math.Clamp(vector.Dot(Attack.ReportPosition - origin, delta) / lengthSq, 0, 1);
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if (vector.DistanceXZ(origin + delta * along, Attack.ReportPosition) < 130)
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{
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vector left = Vector(-Attack.Forward[2], 0, Attack.Forward[0]);
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float side = 1; if (Role == 2) side = -1;
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vector desired = Attack.ReportPosition + Attack.Forward * vector.Dot(origin - Attack.ReportPosition, Attack.Forward) + left * (side * 230);
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vector detour;
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if (!FootPosition(desired, detour)) { SCR_EntityHelper.DeleteEntityAndChildren(move); return false; }
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travel = vector.DistanceXZ(origin, detour) + vector.DistanceXZ(detour, position);
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corner = ERR_SupplyConvoyTactics.Move(detour, 20);
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if (!corner) { SCR_EntityHelper.DeleteEntityAndChildren(move); return false; }
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}
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}
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SCR_AIWaypoint commanded = SCR_AIWaypoint.Cast(move);
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if (commanded) commanded.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER);
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SCR_AIWaypoint first = SCR_AIWaypoint.Cast(corner);
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if (first) first.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER);
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Clear(); if (corner) Add(corner); Add(move); m_TravelDistance = travel; return true;
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}
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protected void VehicleUse(bool enabled)
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{
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if (!Unit || !Unit.Group || !Unit.Entity) return;
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SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent();
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SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(Unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
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if (!utility || !usage) return;
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if (!enabled && !m_VehicleDetached) { utility.RemoveUsableVehicle(usage); m_VehicleDetached = true; }
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else if (enabled && m_VehicleDetached && Living() && m_Mode.Active() && !ERR_ConvoyRules.Captured(Unit.Entity, Unit.Group))
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{ utility.AddUsableVehicle(usage); m_VehicleDetached = false; }
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}
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protected bool Board(bool enter)
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{
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AIWaypoint created = ERR_SupplyConvoyTactics.Board(Unit.Entity, enter);
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SCR_BoardingWaypoint waypoint = SCR_BoardingWaypoint.Cast(created);
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if (!waypoint)
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{
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if (created) SCR_EntityHelper.DeleteEntityAndChildren(created);
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return false;
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}
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if (enter) VehicleUse(true);
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waypoint.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER);
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waypoint.SetAllowance(true, true, true);
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Clear(); Add(waypoint); return true;
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}
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protected void Note(string detail)
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{
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ERR_HQ.Event("HUNTER TACTICS", Unit.Source + " " + Label() + ": " + detail, Attack.Message);
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}
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bool Plan(array<vector> occupied)
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{
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if (!Living()) return false;
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SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent();
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if (!utility) return false;
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ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
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float currentRange = vector.DistanceXZ(Unit.Entity.GetOrigin(), Attack.ReportPosition);
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if (Role == 0 && currentRange >= 140 && currentRange <= 500 && VisualCover())
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{ Stage = Unit.Entity.GetOrigin(); return true; }
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vector desired = ERR_HunterAttackRules.Offset(Attack.ReportPosition, Attack.Forward, Role, 0);
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bool found;
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for (int attempt = 0; attempt < 8; attempt++)
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{
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vector point, angles;
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vector seed = desired - Attack.Forward * (attempt * 25);
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if (!ERR_SupplyConvoySystem.ApproachDirected(seed, point, angles, 100)) continue;
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if (!ERR_HunterAttackRules.Stage(point, Attack.ReportPosition, Attack.Forward, occupied) || !utility.IsPositionAllowed(point) || !placement.Clear(point, angles[0])) continue;
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Stage = point; found = true; break;
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}
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// Sparse roads must not collapse every crew onto the same junction. UAZs
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// may use a checked open-ground staging area; native navigation still owns travel.
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for (int offroad = 0; !found && offroad < 8; offroad++)
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{
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vector point = desired;
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if (offroad > 0) point += Vector(Math.RandomFloat(-40, 40), 0, Math.RandomFloat(-40, 40));
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point = ERR_Actors.Ground(point);
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if (!ERR_HunterAttackRules.Stage(point, Attack.ReportPosition, Attack.Forward, occupied) || !utility.IsPositionAllowed(point)) continue;
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if (!placement.Clear(point, ERR_ForceRules.Heading(point, Attack.ReportPosition, 0))) continue;
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Stage = point; found = true;
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}
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// A crew already at a safe stand-off can dismount where it is instead of
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// driving across the enemy's reported position merely to fit the formation.
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if (!found && Role > 0)
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{
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vector parked = Unit.Entity.GetOrigin();
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float range = vector.DistanceXZ(parked, Attack.ReportPosition);
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bool separate = true;
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foreach (vector reserved : occupied) if (vector.DistanceXZ(parked, reserved) < 85) separate = false;
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if (range >= 140 && range <= 500 && separate) { Stage = parked; found = true; }
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}
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if (!found) { Note("no separated safe approach; keeping current orders"); return false; }
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if (Role == 0) return true;
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return FootPosition(ERR_HunterAttackRules.Offset(Attack.ReportPosition, Attack.Forward, Role, 1), Approach)
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&& FootPosition(ERR_HunterAttackRules.Offset(Attack.ReportPosition, Attack.Forward, Role, 2), Sector);
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}
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protected bool FootPosition(vector desired, out vector chosen)
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{
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SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent();
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if (!utility) return false;
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for (int attempt = 0; attempt < 8; attempt++)
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{
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vector point = desired;
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if (attempt > 0) point += Vector(Math.RandomFloat(-15, 15), 0, Math.RandomFloat(-15, 15));
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point = ERR_Actors.Ground(point);
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if (!ERR_HunterAttackRules.Foot(point, Attack.ReportPosition, Attack.Forward, Role)) continue;
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if (ChimeraWorldUtils.TryGetWaterSurfaceSimple(GetGame().GetWorld(), point) || !utility.IsPositionAllowed(point)) continue;
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if (SCR_WorldTools.TraceCilinderUtil(point + "0 1 0", 1, 2)) { chosen = point; return true; }
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}
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return false;
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}
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bool Queue(ERR_HQ hq)
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{
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Radio = hq.Downlink(Unit.Group, "HUNTER TEAM", Unit.Source + " " + Label() + " stage=" + Stage.ToString() + " sector=" + Sector.ToString(), Attack.Message);
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return Radio != null;
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}
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bool Tick(ERR_HQ hq, float now)
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{
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if (!Living()) { Stop(); return false; }
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if (!Delivered)
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{
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if (!Radio) { Stop(); return false; }
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int result = Radio.Advance(now, hq.Journal());
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if (result == 0) return false; // Normal local reactions retain ownership until delivery.
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Radio = null;
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if (result < 0 || !Move(Stage, 35)) { Stop(); return false; }
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Delivered = true; Unit.ClearOrder(); Unit.Downlink = null;
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State = 1; Deadline = now + 90000;
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Note("radio delivered; separate approach=" + Stage.ToString());
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if (Role == 0) foreach (IEntity crew : Unit.Members) ERR_ConvoyMountedCrew.Hold(crew, Unit.Entity);
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}
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// Keep the original crew's driving recovery from fighting the dismount or
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// returning to the UAZ fifteen seconds after the last visible target.
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Unit.CombatHeld = true; Unit.CombatQuietUntil = now + 15000;
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if (State == 1)
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{
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bool near = vector.DistanceXZ(Unit.Entity.GetOrigin(), Stage) <= 55;
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bool local = ERR_HunterCombat.Active(Unit.Group) && vector.DistanceXZ(Position(), Attack.ReportPosition) <= 400;
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if (Role == 0 && near) { Clear(); State = 3; Note("in covering position; native gunner owns target acquisition and fire"); }
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else if (Role > 0 && (near || local) && Board(false)) { State = 2; Deadline = now + 45000; NextRetry = now + 15000; Note("dismounting original crew"); }
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else if (now >= Deadline) { Note("approach blocked; release this assignment"); Stop(); return false; }
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}
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if (State == 2)
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{
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if (Aboard(false)) { Clear(); VehicleUse(false); State = 3; Deadline = now + 45000; Note("on foot; waiting for covering team"); }
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else if (now >= Deadline) { Note("dismount incomplete; return surviving crew"); State = 6; Deadline = now + 90000; Board(true); }
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else if (now >= NextRetry && Retries < 2) { NextRetry = now + 15000; Retries++; Board(false); }
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}
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if (State == 3 && Role > 0)
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{
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if (Attack.CoverReady() && Move(Approach, 20)) { State = 4; Deadline = now + ERR_HunterAttackRules.ManeuverBudget(m_TravelDistance); Note("cover established; moving around flank via " + Approach.ToString()); }
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else if (now >= Deadline)
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{
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// No blind rush when the covering vehicle cannot see or reach the fight.
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Note("cover unavailable; holding native combat and returning to vehicle");
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State = 6; Deadline = now + 90000; Board(true);
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}
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}
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if (State == 4 && !Attack.CoverAlive())
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{ Clear(); State = 3; Deadline = now + 45000; Note("covering crew or mounted ammunition unavailable; manoeuvre paused"); }
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if (State == 4 && vector.DistanceXZ(Position(), Approach) <= 30)
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{
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AIWaypoint search = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.SearchWaypoint(), Sector));
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if (search) { search.SetCompletionRadius(25); Clear(); Add(search); State = 5; Deadline = now + 60000; Note("flank reached; searching reported sector=" + Sector.ToString()); }
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}
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if ((State == 4 || State == 5) && now >= Deadline)
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{ State = 6; Deadline = now + 90000; Board(true); Note("bounded search complete; regrouping original survivors"); }
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if (State == 3 && Role == 0 && now - Attack.Started >= 300000)
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{ Stop(); return false; }
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if (State == 6 && (Aboard(true) || now >= Deadline)) { Note("regroup ended; ordinary HQ travel may resume"); Stop(); return false; }
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return Delivered && !Stopped;
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}
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void Stop()
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{
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if (Stopped) return;
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VehicleUse(true);
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Stopped = true; Radio = null; Clear();
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if (!Unit) return;
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if (Delivered && Role == 0)
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foreach (IEntity crew : Unit.Members) ERR_ConvoyMountedCrew.Release(crew);
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if (Delivered) { Unit.CombatHeld = false; Unit.NextOrder = 0; }
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}
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}
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class ERR_HunterCoordination
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{
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protected ERR_GameMode m_Mode;
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protected ref array<ref ERR_HunterAttack> m_Attacks = {};
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protected float m_NextPlan;
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void ERR_HunterCoordination(ERR_GameMode mode) { m_Mode = mode; }
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bool Covered(vector position)
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{
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foreach (ERR_HunterAttack attack : m_Attacks)
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if (vector.DistanceXZ(position, attack.ReportPosition) < 300) return true;
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return false;
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}
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void Tick(ERR_HQ hq, array<ref ERR_HunterVehicle> hunters, float now)
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{
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for (int i = m_Attacks.Count() - 1; i >= 0; i--)
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{
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bool running;
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foreach (ERR_HunterTactics old : m_Attacks[i].Teams) if (!old.Stopped) running = true;
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if (!running) m_Attacks.Remove(i);
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}
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if (m_Attacks.Count() >= 5) return;
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if (now < m_NextPlan) return;
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m_NextPlan = now + 10000;
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array<ref ERR_HQReport> reports = {}; hq.SupportContacts(reports, now);
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ERR_HQBelief best;
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foreach (ERR_HQReport report : reports)
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{
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ERR_HQBelief belief = hq.Memory().Get(report.Target);
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if (!belief || !belief.Actionable() || !ERR_HunterAttackRules.Fresh(belief.ObservedAt, now) || Covered(belief.PredictedPosition)) continue;
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int nearby;
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foreach (ERR_HunterVehicle candidate : hunters)
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if (candidate.Registered && !candidate.Released && candidate.CrewValid(m_Mode) && (!candidate.Tactics || candidate.Tactics.Stopped) && vector.DistanceXZ(candidate.Entity.GetOrigin(), belief.PredictedPosition) <= 1800) nearby++;
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if (nearby >= 2 && (!best || belief.ObservedAt > best.ObservedAt)) best = belief;
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}
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if (!best) return;
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array<ERR_HunterVehicle> available = {};
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foreach (ERR_HunterVehicle unit : hunters)
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if (unit.Registered && !unit.Released && unit.CrewValid(m_Mode) && (!unit.Tactics || unit.Tactics.Stopped) && vector.DistanceXZ(unit.Entity.GetOrigin(), best.PredictedPosition) <= 1800) available.Insert(unit);
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if (available.Count() < 2) return;
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ERR_HQ.Event("HUNTER COORDINATION", string.Format("%1 nearby crews available for delivered contact=%2", available.Count(), best.PredictedPosition), best.MessageId);
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ERR_HunterAttack attack = new ERR_HunterAttack();
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m_Attacks.Insert(attack);
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attack.ReportPosition = best.PredictedPosition; attack.Observed = best.ObservedAt; attack.Message = best.MessageId; attack.Started = now;
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array<vector> occupied = {};
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for (int role = 0; role < 3 && !available.IsEmpty(); role++)
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{
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int nearest; float distance = 1e20;
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vector desired = attack.ReportPosition;
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if (role > 0) desired = ERR_HunterAttackRules.Offset(attack.ReportPosition, attack.Forward, role, 0);
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for (int index = 0; index < available.Count(); index++)
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{
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float candidate = vector.DistanceXZ(available[index].Entity.GetOrigin(), desired);
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if (candidate < distance) { distance = candidate; nearest = index; }
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}
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ERR_HunterVehicle selected = available[nearest]; available.Remove(nearest);
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if (role == 0)
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{
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attack.Forward = attack.ReportPosition - selected.Entity.GetOrigin(); attack.Forward[1] = 0;
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if (attack.Forward.Length() < 1) attack.Forward = "0 0 1";
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attack.Forward.Normalize();
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}
|
|
ERR_HunterTactics team = new ERR_HunterTactics(m_Mode, selected, attack, role);
|
|
if (!team.Plan(occupied) || !team.Queue(hq)) { team.Stop(); if (role == 0) break; continue; }
|
|
occupied.Insert(team.Stage); attack.Teams.Insert(team); selected.Tactics = team;
|
|
}
|
|
if (attack.Teams.Count() < 2)
|
|
{
|
|
foreach (ERR_HunterTactics incomplete : attack.Teams) incomplete.Stop();
|
|
m_Attacks.RemoveItem(attack);
|
|
}
|
|
}
|
|
void Stop()
|
|
{
|
|
foreach (ERR_HunterAttack attack : m_Attacks)
|
|
foreach (ERR_HunterTactics team : attack.Teams) team.Stop();
|
|
m_Attacks.Clear();
|
|
}
|
|
}
|