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

@@ -36,10 +36,10 @@ namespace OpenRA.Mods.RA
class HackyAIInfo : ITraitInfo class HackyAIInfo : ITraitInfo
{ {
[FieldLoader.LoadUsing("LoadUnits")] [FieldLoader.LoadUsing("LoadUnits")]
public readonly Dictionary<string, float> UnitsToBuild; public readonly Dictionary<string, float> UnitsToBuild = null;
[FieldLoader.LoadUsing("LoadBuildings")] [FieldLoader.LoadUsing("LoadBuildings")]
public readonly Dictionary<string, float> BuildingFractions; public readonly Dictionary<string, float> BuildingFractions = null;
static object LoadUnits(MiniYaml y) static object LoadUnits(MiniYaml y)
{ {
@@ -71,6 +71,7 @@ namespace OpenRA.Mods.RA
int2 baseCenter; 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; } } World world { get { return p.PlayerActor.World; } }
@@ -87,13 +88,8 @@ namespace OpenRA.Mods.RA
WaitForFeedback, WaitForFeedback,
} }
int lastThinkTick = 0;
const int MaxBaseDistance = 15; const int MaxBaseDistance = 15;
BuildState bstate = BuildState.WaitForFeedback;
BuildState dstate = BuildState.WaitForFeedback;
public static void BotDebug(string s, params object[] args) public static void BotDebug(string s, params object[] args)
{ {
if (Game.Settings.Debug.BotDebug) if (Game.Settings.Debug.BotDebug)
@@ -106,6 +102,9 @@ namespace OpenRA.Mods.RA
this.p = p; this.p = p;
enabled = true; enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>(); playerPower = p.PlayerActor.Trait<PowerManager>();
builders = new BaseBuilder[] {
new BaseBuilder( this, "Building", ChooseBuildingToBuild ),
new BaseBuilder( this, "Defense", ChooseDefenseToBuild ) };
} }
int GetPowerProvidedBy(ActorInfo building) int GetPowerProvidedBy(ActorInfo building)
@@ -140,13 +139,8 @@ namespace OpenRA.Mods.RA
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault(); .OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
if (best != null) if (best != null)
{
BotDebug("AI: Need more power, so {0} is best choice.", best.Name);
return best; 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>() var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select(a => a.Actor.Info.Name).ToArray(); .Select(a => a.Actor.Info.Name).ToArray();
@@ -215,10 +209,8 @@ namespace OpenRA.Mods.RA
AssignRolesToIdleUnits(self); AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self); SetRallyPointsForNewProductionBuildings(self);
foreach (var b in builders)
BuildBuildings(); b.Tick();
BuildDefense();
//build Ship
} }
//hacks etc sigh mess. //hacks etc sigh mess.
@@ -297,7 +289,7 @@ namespace OpenRA.Mods.RA
} }
} }
private void SetRallyPointsForNewProductionBuildings(Actor self) void SetRallyPointsForNewProductionBuildings(Actor self)
{ {
var newProdBuildings = self.World.Queries.OwnedBy[p] var newProdBuildings = self.World.Queries.OwnedBy[p]
.Where(a => (a.TraitOrDefault<RallyPoint>() != null .Where(a => (a.TraitOrDefault<RallyPoint>() != null
@@ -315,7 +307,7 @@ namespace OpenRA.Mods.RA
} }
//won't work for shipyards... //won't work for shipyards...
private int2 ChooseRallyLocationNear(int2 startPos) int2 ChooseRallyLocationNear(int2 startPos)
{ {
Random r = new Random(); Random r = new Random();
foreach (var t in world.FindTilesInCircle(startPos, 8)) foreach (var t in world.FindTilesInCircle(startPos, 8))
@@ -327,7 +319,7 @@ namespace OpenRA.Mods.RA
//try very hard to find a valid move destination near the target. //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? ) //(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
private bool TryToMove(Actor a, int2 desiredMoveTarget) bool TryToMove(Actor a, int2 desiredMoveTarget)
{ {
if (!a.HasTrait<IMove>()) if (!a.HasTrait<IMove>())
return false; return false;
@@ -347,7 +339,7 @@ namespace OpenRA.Mods.RA
return true; return true;
} }
private void DeployMcv(Actor self) void DeployMcv(Actor self)
{ {
/* find our mcv and deploy it */ /* find our mcv and deploy it */
var mcv = self.World.Queries.OwnedBy[p] var mcv = self.World.Queries.OwnedBy[p]
@@ -396,11 +388,26 @@ namespace OpenRA.Mods.RA
} }
} }
private void BuildBuildings() class BaseBuilder
{
BuildState state = BuildState.WaitForFeedback;
string category;
HackyAI ai;
int lastThinkTick;
Func<ProductionQueue, ActorInfo> chooseItem;
public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
{
this.ai = ai;
this.category = category;
this.chooseItem = chooseItem;
}
public void Tick()
{ {
// Pick a free queue // Pick a free queue
var queue = world.Queries.WithTraitMultiple<ProductionQueue>() var queue = ai.world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == "Building") .Where(a => a.Actor.Owner == ai.p && a.Trait.Info.Type == category)
.Select(a => a.Trait) .Select(a => a.Trait)
.FirstOrDefault(); .FirstOrDefault();
@@ -408,21 +415,21 @@ namespace OpenRA.Mods.RA
return; return;
var currentBuilding = queue.CurrentItem(); var currentBuilding = queue.CurrentItem();
switch (bstate) switch (state)
{ {
case BuildState.ChooseItem: case BuildState.ChooseItem:
{ {
var item = ChooseBuildingToBuild(queue); var item = chooseItem(queue);
if (item == null) if (item == null)
{ {
bstate = BuildState.WaitForFeedback; state = BuildState.WaitForFeedback;
lastThinkTick = ticks; lastThinkTick = ai.ticks;
} }
else else
{ {
BotDebug("AI: Starting production of {0}".F(item.Name)); BotDebug("AI: Starting production of {0}".F(item.Name));
bstate = BuildState.WaitForProduction; state = BuildState.WaitForProduction;
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1)); ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
} }
} }
break; break;
@@ -431,93 +438,33 @@ namespace OpenRA.Mods.RA
if (currentBuilding == null) return; /* let it happen.. */ if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused) else if (currentBuilding.Paused)
world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false)); ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done) else if (currentBuilding.Done)
{ {
bstate = BuildState.WaitForFeedback; state = BuildState.WaitForFeedback;
lastThinkTick = ticks; lastThinkTick = ai.ticks;
/* place the building */ /* place the building */
var location = ChooseBuildLocation(currentBuilding); var location = ai.ChooseBuildLocation(currentBuilding);
if (location == null) if (location == null)
{ {
BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item)); BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1)); ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
} }
else else
{ {
world.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item)); ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor,
location.Value, currentBuilding.Item));
} }
} }
break; break;
case BuildState.WaitForFeedback: case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime) if (ai.ticks - lastThinkTick > feedbackTime)
bstate = BuildState.ChooseItem; state = BuildState.ChooseItem;
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();
if (queue == null)
return;
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;
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; break;
} }
} }
} }
} }
}