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