Prepare HackyAI for module support

- Split order handling to BotOrderManager
- Make HackyAI provide a condition
- Move BotDebug to AIUtils
This commit is contained in:
reaperrr
2018-10-29 03:42:31 +01:00
committed by abcdefg30
parent 71fb670def
commit 04c69efc30
12 changed files with 183 additions and 40 deletions

View File

@@ -21,7 +21,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
public sealed class HackyAIInfo : IBotInfo, ITraitInfo, Requires<BotOrderManagerInfo>
{
public class UnitCategories
{
@@ -49,6 +49,11 @@ namespace OpenRA.Mods.Common.AI
[Desc("Human-readable name this bot uses.")]
public readonly string Name = "Unnamed Bot";
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("Condition to grant. Mostly used to activate modules.")]
public readonly string Condition = null;
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
@@ -73,9 +78,6 @@ namespace OpenRA.Mods.Common.AI
[Desc("Minimum delay (in ticks) between creating squads.")]
public readonly int MinimumAttackForceDelay = 0;
[Desc("Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks.")]
public readonly int MinOrderQuotientPerTick = 5;
[Desc("Minimum excess power the AI should try to maintain.")]
public readonly int MinimumExcessPower = 0;
@@ -269,6 +271,9 @@ namespace OpenRA.Mods.Common.AI
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
BotOrderManager botOrderManager;
int conditionToken = ConditionManager.InvalidConditionToken;
CPos initialBaseCenter;
PowerManager playerPower;
PlayerResources playerResource;
@@ -303,8 +308,6 @@ namespace OpenRA.Mods.Common.AI
int minCaptureDelayTicks;
readonly int maximumCaptureTargetOptions;
readonly Queue<Order> orders = new Queue<Order>();
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
@@ -323,12 +326,6 @@ namespace OpenRA.Mods.Common.AI
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
}
public static void BotDebug(string s, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
Game.Debug(s, args);
}
// Called by the host's player creation code
public void Activate(Player p)
{
@@ -336,6 +333,7 @@ namespace OpenRA.Mods.Common.AI
IsEnabled = true;
playerPower = p.PlayerActor.TraitOrDefault<PowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
botOrderManager = p.PlayerActor.Trait<BotOrderManager>();
harvManager = new AIHarvesterManager(this, p);
supportPowerManager = new AISupportPowerManager(this, p);
@@ -361,11 +359,16 @@ namespace OpenRA.Mods.Common.AI
resourceTypeIndices = new BitArray(tileset.TerrainInfo.Length); // Big enough
foreach (var t in Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
var conditionManager = p.PlayerActor.TraitOrDefault<ConditionManager>();
if (conditionManager != null && conditionToken == ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.GrantCondition(p.PlayerActor, Info.Condition);
}
// DEPRECATED: Bot modules should queue orders directly.
public void QueueOrder(Order order)
{
orders.Enqueue(order);
botOrderManager.QueueOrder(order);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
@@ -553,10 +556,6 @@ namespace OpenRA.Mods.Common.AI
foreach (var b in builders)
b.Tick();
var ordersToIssueThisTick = Math.Min((orders.Count + Info.MinOrderQuotientPerTick - 1) / Info.MinOrderQuotientPerTick, orders.Count);
for (var i = 0; i < ordersToIssueThisTick; i++)
World.IssueOrder(orders.Dequeue());
}
internal Actor FindClosestEnemy(WPos pos)
@@ -711,7 +710,7 @@ namespace OpenRA.Mods.Common.AI
return;
QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true));
BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
activeUnits.Remove(capturer);
}
@@ -853,7 +852,7 @@ namespace OpenRA.Mods.Common.AI
if (!possibleRallyPoints.Any())
{
BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location);
AIUtils.BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location);
return producer.Location;
}
@@ -976,7 +975,7 @@ namespace OpenRA.Mods.Common.AI
{
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive)
{
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
AIUtils.BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
self, e.PreviousDamageState, e.DamageState);
QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false));
}