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

@@ -35,23 +35,23 @@ 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;
[FieldLoader.LoadUsing("LoadBuildings")]
public readonly Dictionary<string, float> BuildingFractions = null;
static object LoadUnits( MiniYaml y )
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));
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));
return ret;
@@ -71,6 +71,7 @@ namespace OpenRA.Mods.RA
int2 baseCenter;
XRandom random = new XRandom(); //we do not use the synced random number generator.
BaseBuilder[] builders;
World world { get { return p.PlayerActor.World; } }
@@ -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)
@@ -140,16 +139,11 @@ 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)
@@ -215,10 +209,8 @@ namespace OpenRA.Mods.RA
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
BuildBuildings();
BuildDefense();
//build Ship
foreach (var b in builders)
b.Tick();
}
//hacks etc sigh mess.
@@ -251,11 +243,11 @@ 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)
@@ -297,7 +289,7 @@ namespace OpenRA.Mods.RA
}
}
private void SetRallyPointsForNewProductionBuildings(Actor self)
void SetRallyPointsForNewProductionBuildings(Actor self)
{
var newProdBuildings = self.World.Queries.OwnedBy[p]
.Where(a => (a.TraitOrDefault<RallyPoint>() != null
@@ -315,7 +307,7 @@ namespace OpenRA.Mods.RA
}
//won't work for shipyards...
private int2 ChooseRallyLocationNear(int2 startPos)
int2 ChooseRallyLocationNear(int2 startPos)
{
Random r = new Random();
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.
//(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>())
return false;
@@ -347,7 +339,7 @@ namespace OpenRA.Mods.RA
return true;
}
private void DeployMcv(Actor self)
void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
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
var queue = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == "Building")
var queue = ai.world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == ai.p && a.Trait.Info.Type == category)
.Select(a => a.Trait)
.FirstOrDefault();
@@ -408,21 +415,21 @@ namespace OpenRA.Mods.RA
return;
var currentBuilding = queue.CurrentItem();
switch (bstate)
switch (state)
{
case BuildState.ChooseItem:
{
var item = ChooseBuildingToBuild(queue);
var item = chooseItem(queue);
if (item == null)
{
bstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
}
else
{
BotDebug("AI: Starting production of {0}".F(item.Name));
bstate = BuildState.WaitForProduction;
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
state = BuildState.WaitForProduction;
ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
@@ -431,93 +438,33 @@ namespace OpenRA.Mods.RA
if (currentBuilding == null) return; /* let it happen.. */
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)
{
bstate = BuildState.WaitForFeedback;
lastThinkTick = ticks;
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
/* place the building */
var location = ChooseBuildLocation(currentBuilding);
var location = ai.ChooseBuildLocation(currentBuilding);
if (location == null)
{
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
{
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;
case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime)
bstate = BuildState.ChooseItem;
if (ai.ticks - lastThinkTick > feedbackTime)
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;
}
}
}
}