start reducing duplication in HackyAI

This commit is contained in:
Chris Forbes
2010-11-02 07:27:31 +13:00
parent eac548ac8b
commit 002cc4842a

View File

@@ -35,28 +35,28 @@ namespace OpenRA.Mods.RA
{
class HackyAIInfo : ITraitInfo
{
[FieldLoader.LoadUsing( "LoadUnits" )]
public readonly Dictionary<string, float> UnitsToBuild;
[FieldLoader.LoadUsing("LoadUnits")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[FieldLoader.LoadUsing( "LoadBuildings" )]
public readonly Dictionary<string, float> BuildingFractions;
static object LoadUnits( MiniYaml y )
[FieldLoader.LoadUsing("LoadBuildings")]
public readonly Dictionary<string, float> BuildingFractions = null;
static object LoadUnits(MiniYaml y)
{
Dictionary<string,float> ret = new Dictionary<string, float>();
Dictionary<string, float> ret = new Dictionary<string, float>();
foreach (var t in y.NodesDict["UnitsToBuild"].Nodes)
ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
return ret;
}
static object LoadBuildings( MiniYaml y )
static object LoadBuildings(MiniYaml y)
{
Dictionary<string,float> ret = new Dictionary<string, float>();
Dictionary<string, float> ret = new Dictionary<string, float>();
foreach (var t in y.NodesDict["BuildingFractions"].Nodes)
ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
return ret;
}
public object Create(ActorInitializer init) { return new HackyAI(this); }
}
@@ -68,9 +68,10 @@ namespace OpenRA.Mods.RA
int ticks;
Player p;
PowerManager playerPower;
int2 baseCenter;
XRandom random = new XRandom(); //we do not use the synced random number generator.
XRandom random = new XRandom(); //we do not use the synced random number generator.
BaseBuilder[] builders;
World world { get { return p.PlayerActor.World; } }
@@ -79,7 +80,7 @@ namespace OpenRA.Mods.RA
{
this.Info = Info;
}
enum BuildState
{
ChooseItem,
@@ -87,13 +88,8 @@ namespace OpenRA.Mods.RA
WaitForFeedback,
}
int lastThinkTick = 0;
const int MaxBaseDistance = 15;
BuildState bstate = BuildState.WaitForFeedback;
BuildState dstate = BuildState.WaitForFeedback;
public static void BotDebug(string s, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
@@ -106,6 +102,9 @@ namespace OpenRA.Mods.RA
this.p = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
builders = new BaseBuilder[] {
new BaseBuilder( this, "Building", ChooseBuildingToBuild ),
new BaseBuilder( this, "Defense", ChooseDefenseToBuild ) };
}
int GetPowerProvidedBy(ActorInfo building)
@@ -115,17 +114,17 @@ namespace OpenRA.Mods.RA
return bi.Power;
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (buildableThings.Count() == 0) return null;
return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (buildableThings.Count() == 0) return null;
return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
}
bool HasAdequatePower()
{
/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */
return playerPower.PowerProvided > 50 &&
return playerPower.PowerProvided > 50 &&
playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
}
@@ -140,18 +139,13 @@ namespace OpenRA.Mods.RA
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
if (best != null)
{
BotDebug("AI: Need more power, so {0} is best choice.", best.Name);
return best;
}
else
BotDebug("AI: Need more power, but can't build anything that produces it.");
}
var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select( a => a.Actor.Info.Name ).ToArray();
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
@@ -160,20 +154,20 @@ namespace OpenRA.Mods.RA
return null;
}
ActorInfo ChooseDefenseToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
ActorInfo ChooseDefenseToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select(a => a.Actor.Info.Name).ToArray();
var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
return Rules.Info[frac.Key];
foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
return Rules.Info[frac.Key];
return null;
}
return null;
}
int2? ChooseBuildLocation(ProductionItem item)
{
@@ -197,40 +191,38 @@ namespace OpenRA.Mods.RA
ticks++;
if (ticks == 10)
{
DeployMcv(self);
}
if (ticks == 10)
{
DeployMcv(self);
}
if (ticks % feedbackTime == 0)
{
//about once every second, perform unintelligent cleanup tasks.
//e.g. ClearAreaAroundSpawnPoints();
//e.g. start repairing damaged buildings.
BuildRandom("Vehicle");
BuildRandom("Infantry");
BuildRandom("Plane");
}
if (ticks % feedbackTime == 0)
{
//about once every second, perform unintelligent cleanup tasks.
//e.g. ClearAreaAroundSpawnPoints();
//e.g. start repairing damaged buildings.
BuildRandom("Vehicle");
BuildRandom("Infantry");
BuildRandom("Plane");
}
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
BuildBuildings();
BuildDefense();
//build Ship
foreach (var b in builders)
b.Tick();
}
//hacks etc sigh mess.
//A bunch of hardcoded lists to keep track of which units are doing what.
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
List<Actor> attackForce = new List<Actor>();
//hacks etc sigh mess.
//A bunch of hardcoded lists to keep track of which units are doing what.
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
List<Actor> attackForce = new List<Actor>();
//Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
//Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
//This is purely to identify production buildings that don't have a rally point set.
List<Actor> activeProductionBuildings = new List<Actor>();
//This is purely to identify production buildings that don't have a rally point set.
List<Actor> activeProductionBuildings = new List<Actor>();
bool IsHumanPlayer(Player p)
{
@@ -251,15 +243,15 @@ namespace OpenRA.Mods.RA
// 3. not dead.
var possibleTargets = world.WorldActor.Trait<MPStartLocations>().Start
.Where(kv => kv.Key != p && (!HasHumanPlayers()|| IsHumanPlayer(kv.Key))
.Where(kv => kv.Key != p && (!HasHumanPlayers() || IsHumanPlayer(kv.Key))
&& p.WinState == WinState.Undefined)
.Select(kv => kv.Value);
return possibleTargets.Any() ? possibleTargets.Random(random) : (int2?) null;
return possibleTargets.Any() ? possibleTargets.Random(random) : (int2?)null;
}
void AssignRolesToIdleUnits(Actor self)
{
void AssignRolesToIdleUnits(Actor self)
{
//HACK: trim these lists -- we really shouldn't be hanging onto all this state
//when it's invalidated so easily, but that's Matthew/Alli's problem.
activeUnits.RemoveAll(a => a.Destroyed);
@@ -267,23 +259,23 @@ namespace OpenRA.Mods.RA
attackForce.RemoveAll(a => a.Destroyed);
activeProductionBuildings.RemoveAll(a => a.Destroyed);
// don't select harvesters.
var newUnits = self.World.Queries.OwnedBy[p]
.Where(a => a.HasTrait<IMove>() && a.Info != Rules.Info["harv"]
&& !activeUnits.Contains(a)).ToArray();
// don't select harvesters.
var newUnits = self.World.Queries.OwnedBy[p]
.Where(a => a.HasTrait<IMove>() && a.Info != Rules.Info["harv"]
&& !activeUnits.Contains(a)).ToArray();
foreach (var a in newUnits)
{
foreach (var a in newUnits)
{
BotDebug("AI: Found a newly built unit");
unitsHangingAroundTheBase.Add(a);
activeUnits.Add(a);
}
unitsHangingAroundTheBase.Add(a);
activeUnits.Add(a);
}
/* Create an attack force when we have enough units around our base. */
// (don't bother leaving any behind for defense.)
if (unitsHangingAroundTheBase.Count > 8)
{
BotDebug("Launch an attack.");
/* Create an attack force when we have enough units around our base. */
// (don't bother leaving any behind for defense.)
if (unitsHangingAroundTheBase.Count > 8)
{
BotDebug("Launch an attack.");
var attackTarget = ChooseEnemyTarget();
if (attackTarget == null)
@@ -293,231 +285,186 @@ namespace OpenRA.Mods.RA
if (TryToMove(a, attackTarget.Value))
attackForce.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
unitsHangingAroundTheBase.Clear();
}
}
private void SetRallyPointsForNewProductionBuildings(Actor self)
{
var newProdBuildings = self.World.Queries.OwnedBy[p]
.Where(a => (a.TraitOrDefault<RallyPoint>() != null
&& !activeProductionBuildings.Contains(a)
)).ToArray();
void SetRallyPointsForNewProductionBuildings(Actor self)
{
var newProdBuildings = self.World.Queries.OwnedBy[p]
.Where(a => (a.TraitOrDefault<RallyPoint>() != null
&& !activeProductionBuildings.Contains(a)
)).ToArray();
foreach (var a in newProdBuildings)
{
activeProductionBuildings.Add(a);
int2 newRallyPoint = ChooseRallyLocationNear(a.Location);
newRallyPoint.X += 4;
newRallyPoint.Y += 4;
world.IssueOrder(new Order("SetRallyPoint", a, newRallyPoint));
}
}
foreach (var a in newProdBuildings)
{
activeProductionBuildings.Add(a);
int2 newRallyPoint = ChooseRallyLocationNear(a.Location);
newRallyPoint.X += 4;
newRallyPoint.Y += 4;
world.IssueOrder(new Order("SetRallyPoint", a, newRallyPoint));
}
}
//won't work for shipyards...
private int2 ChooseRallyLocationNear(int2 startPos)
{
Random r = new Random();
foreach (var t in world.FindTilesInCircle(startPos, 8))
if (world.IsCellBuildable(t, false) && t != startPos && r.Next(64) == 0)
return t;
return startPos; // i don't know where to put it.
}
//won't work for shipyards...
int2 ChooseRallyLocationNear(int2 startPos)
{
Random r = new Random();
foreach (var t in world.FindTilesInCircle(startPos, 8))
if (world.IsCellBuildable(t, false) && t != startPos && r.Next(64) == 0)
return t;
//try very hard to find a valid move destination near the target.
//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
private bool TryToMove(Actor a, int2 desiredMoveTarget)
{
return startPos; // i don't know where to put it.
}
//try very hard to find a valid move destination near the target.
//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
bool TryToMove(Actor a, int2 desiredMoveTarget)
{
if (!a.HasTrait<IMove>())
return false;
int2 xy;
int loopCount = 0; //avoid infinite loops.
int range = 2;
do
{
//loop until we find a valid move location
xy = new int2(desiredMoveTarget.X + random.Next(-range, range), desiredMoveTarget.Y + random.Next(-range, range));
loopCount++;
range = Math.Max(range, loopCount / 2);
if (loopCount > 10) return false;
} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
world.IssueOrder(new Order("Move", a, xy));
return true;
}
int2 xy;
int loopCount = 0; //avoid infinite loops.
int range = 2;
do
{
//loop until we find a valid move location
xy = new int2(desiredMoveTarget.X + random.Next(-range, range), desiredMoveTarget.Y + random.Next(-range, range));
loopCount++;
range = Math.Max(range, loopCount / 2);
if (loopCount > 10) return false;
} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
world.IssueOrder(new Order("Move", a, xy));
return true;
}
private void DeployMcv(Actor self)
{
void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
var mcv = self.World.Queries.OwnedBy[p]
.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
var mcv = self.World.Queries.OwnedBy[p]
.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
if (mcv != null)
{
baseCenter = mcv.Location;
world.IssueOrder(new Order("DeployTransform", mcv));
}
else
BotDebug("AI: Can't find the MCV.");
}
if (mcv != null)
{
baseCenter = mcv.Location;
world.IssueOrder(new Order("DeployTransform", mcv));
}
else
BotDebug("AI: Can't find the MCV.");
}
//Build a random unit of the given type. Not going to be needed once there is actual AI...
private void BuildRandom(string category)
{
//Build a random unit of the given type. Not going to be needed once there is actual AI...
private void BuildRandom(string category)
{
// Pick a free queue
var queue = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p &&
a.Trait.Info.Type == category &&
a.Trait.CurrentItem() == null)
a.Trait.Info.Type == category &&
a.Trait.CurrentItem() == null)
.Select(a => a.Trait)
.FirstOrDefault();
if (queue == null)
return;
var unit = ChooseRandomUnitToBuild(queue);
Boolean found = false;
if (unit != null)
{
foreach (var un in Info.UnitsToBuild)
{
if (un.Key == unit.Name)
{
found = true;
break;
}
}
Boolean found = false;
if (unit != null)
{
foreach (var un in Info.UnitsToBuild)
{
if (un.Key == unit.Name)
{
found = true;
break;
}
}
if (found == true)
{
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
}
}
}
if (found == true)
{
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
}
}
}
private void BuildBuildings()
{
// Pick a free queue
var queue = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == "Building")
.Select(a => a.Trait)
.FirstOrDefault();
if (queue == null)
return;
var currentBuilding = queue.CurrentItem();
switch (bstate)
{
case BuildState.ChooseItem:
{
var item = ChooseBuildingToBuild(queue);
if (item == null)
{
bstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
}
else
{
BotDebug("AI: Starting production of {0}".F(item.Name));
bstate = BuildState.WaitForProduction;
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
class BaseBuilder
{
BuildState state = BuildState.WaitForFeedback;
string category;
HackyAI ai;
int lastThinkTick;
Func<ProductionQueue, ActorInfo> chooseItem;
case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */
public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
{
this.ai = ai;
this.category = category;
this.chooseItem = chooseItem;
}
else if (currentBuilding.Paused)
world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
bstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
public void Tick()
{
// Pick a free queue
var queue = ai.world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == ai.p && a.Trait.Info.Type == category)
.Select(a => a.Trait)
.FirstOrDefault();
/* place the building */
var location = ChooseBuildLocation(currentBuilding);
if (location == null)
{
BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
}
else
{
world.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;
if (queue == null)
return;
case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime)
bstate = BuildState.ChooseItem;
break;
}
}
var currentBuilding = queue.CurrentItem();
switch (state)
{
case BuildState.ChooseItem:
{
var item = chooseItem(queue);
if (item == null)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
}
else
{
BotDebug("AI: Starting production of {0}".F(item.Name));
state = BuildState.WaitForProduction;
ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
private void BuildDefense()
{
// Pick a free queue
var queue = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == "Defense")
.Select(a => a.Trait)
.FirstOrDefault();
case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */
if (queue == null)
return;
else if (currentBuilding.Paused)
ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
var currentBuilding = queue.CurrentItem();
switch (dstate)
{
case BuildState.ChooseItem:
{
var item = ChooseDefenseToBuild(queue);
if (item == null)
{
dstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
}
else
{
BotDebug("AI: Starting production of {0}".F(item.Name));
dstate = BuildState.WaitForProduction;
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
/* place the building */
var location = ai.ChooseBuildLocation(currentBuilding);
if (location == null)
{
BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
}
else
{
ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor,
location.Value, currentBuilding.Item));
}
}
break;
case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused)
world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
dstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
/* place the building */
var location = ChooseBuildLocation(currentBuilding);
if (location == null)
{
BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
}
else
{
world.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;
case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime)
dstate = BuildState.ChooseItem;
break;
}
}
case BuildState.WaitForFeedback:
if (ai.ticks - lastThinkTick > feedbackTime)
state = BuildState.ChooseItem;
break;
}
}
}
}
}