Prepare HackyAI for module support
- Split order handling to BotOrderManager - Make HackyAI provide a condition - Move BotDebug to AIUtils
This commit is contained in:
@@ -65,14 +65,14 @@ namespace OpenRA.Mods.Common.AI
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var powerDecision = powerDecisions[sp.Info.OrderName];
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if (powerDecision == null)
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{
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HackyAI.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
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continue;
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}
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var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
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if (attackLocation == null)
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{
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HackyAI.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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AIUtils.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += powerDecision.GetNextScanTime(ai);
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continue;
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@@ -82,14 +82,14 @@ namespace OpenRA.Mods.Common.AI
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attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
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if (attackLocation == null)
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{
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HackyAI.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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AIUtils.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += powerDecision.GetNextScanTime(ai);
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continue;
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}
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// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
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HackyAI.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName);
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AIUtils.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName);
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waitingPowers[sp] += 10;
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ai.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true });
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}
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@@ -104,7 +104,7 @@ namespace OpenRA.Mods.Common.AI
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var powerDecision = powerDecisions[readyPower.Info.OrderName];
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if (powerDecision == null)
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{
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HackyAI.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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return null;
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}
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@@ -144,7 +144,7 @@ namespace OpenRA.Mods.Common.AI
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var powerDecision = powerDecisions[readyPower.Info.OrderName];
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if (powerDecision == null)
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{
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HackyAI.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
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return null;
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}
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@@ -47,5 +47,11 @@ namespace OpenRA.Mods.Common.AI
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.All(ac => terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
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.Any(availableCells => availableCells > 0);
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}
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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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Game.Debug(s, args);
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}
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}
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}
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@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.AI
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var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
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if (location == null)
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{
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HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
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AIUtils.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
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ai.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
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failCount += failCount;
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@@ -216,7 +216,7 @@ namespace OpenRA.Mods.Common.AI
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{
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if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0)
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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@@ -227,13 +227,13 @@ namespace OpenRA.Mods.Common.AI
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var refinery = GetProducibleBuilding(ai.Info.BuildingCommonNames.Refinery, buildableThings);
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if (refinery != null && HasSufficientPowerForActor(refinery))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
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AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
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return refinery;
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}
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if (power != null && refinery != null && !HasSufficientPowerForActor(refinery))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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@@ -244,13 +244,13 @@ namespace OpenRA.Mods.Common.AI
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var production = GetProducibleBuilding(ai.Info.BuildingCommonNames.Production, buildableThings);
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if (production != null && HasSufficientPowerForActor(production))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
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AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
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return production;
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}
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if (power != null && production != null && !HasSufficientPowerForActor(production))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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@@ -263,13 +263,13 @@ namespace OpenRA.Mods.Common.AI
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var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings);
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if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
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AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
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return navalproduction;
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}
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if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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@@ -280,13 +280,13 @@ namespace OpenRA.Mods.Common.AI
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var silo = GetProducibleBuilding(ai.Info.BuildingCommonNames.Silo, buildableThings);
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if (silo != null && HasSufficientPowerForActor(silo))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
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AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
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return silo;
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}
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if (power != null && silo != null && !HasSufficientPowerForActor(silo))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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@@ -324,22 +324,22 @@ namespace OpenRA.Mods.Common.AI
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if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(pi => pi.Amount) > 0)
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{
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if (playerPower.PowerOutageRemainingTicks > 0)
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name);
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else
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Lets build this
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HackyAI.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}",
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AIUtils.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}",
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queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count);
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return actor;
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}
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// Too spammy to keep enabled all the time, but very useful when debugging specific issues.
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// HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
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// AIUtils.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
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return null;
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}
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}
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54
OpenRA.Mods.Common/AI/BotOrderManager.cs
Normal file
54
OpenRA.Mods.Common/AI/BotOrderManager.cs
Normal file
@@ -0,0 +1,54 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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public sealed class BotOrderManagerInfo : ITraitInfo
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{
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[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.")]
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public readonly int MinOrderQuotientPerTick = 5;
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public object Create(ActorInitializer init) { return new BotOrderManager(this); }
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}
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public sealed class BotOrderManager : ITick
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{
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readonly BotOrderManagerInfo info;
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readonly Queue<Order> orders = new Queue<Order>();
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public BotOrderManager(BotOrderManagerInfo info)
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{
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this.info = info;
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}
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public void QueueOrder(Order order)
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{
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orders.Enqueue(order);
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}
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void IssueOrders(World world)
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{
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var ordersToIssueThisTick = Math.Min((orders.Count + info.MinOrderQuotientPerTick - 1) / info.MinOrderQuotientPerTick, orders.Count);
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for (var i = 0; i < ordersToIssueThisTick; i++)
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world.IssueOrder(orders.Dequeue());
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}
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void ITick.Tick(Actor self)
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{
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// Make sure we tick after all of the bot modules so that we don't introduce an additional tick delay
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self.World.AddFrameEndTask(IssueOrders);
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}
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}
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}
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@@ -21,7 +21,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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public sealed class HackyAIInfo : IBotInfo, ITraitInfo
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public sealed class HackyAIInfo : IBotInfo, ITraitInfo, Requires<BotOrderManagerInfo>
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{
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public class UnitCategories
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{
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@@ -49,6 +49,11 @@ namespace OpenRA.Mods.Common.AI
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[Desc("Human-readable name this bot uses.")]
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public readonly string Name = "Unnamed Bot";
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("Condition to grant. Mostly used to activate modules.")]
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public readonly string Condition = null;
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[Desc("Minimum number of units AI must have before attacking.")]
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public readonly int SquadSize = 8;
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@@ -73,9 +78,6 @@ namespace OpenRA.Mods.Common.AI
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[Desc("Minimum delay (in ticks) between creating squads.")]
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public readonly int MinimumAttackForceDelay = 0;
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[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.")]
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public readonly int MinOrderQuotientPerTick = 5;
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[Desc("Minimum excess power the AI should try to maintain.")]
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public readonly int MinimumExcessPower = 0;
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@@ -269,6 +271,9 @@ namespace OpenRA.Mods.Common.AI
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readonly Func<Actor, bool> isEnemyUnit;
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readonly Predicate<Actor> unitCannotBeOrdered;
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BotOrderManager botOrderManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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CPos initialBaseCenter;
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PowerManager playerPower;
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PlayerResources playerResource;
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@@ -303,8 +308,6 @@ namespace OpenRA.Mods.Common.AI
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int minCaptureDelayTicks;
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readonly int maximumCaptureTargetOptions;
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readonly Queue<Order> orders = new Queue<Order>();
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public HackyAI(HackyAIInfo info, ActorInitializer init)
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{
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Info = info;
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@@ -323,12 +326,6 @@ namespace OpenRA.Mods.Common.AI
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maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
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}
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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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Game.Debug(s, args);
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}
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// Called by the host's player creation code
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public void Activate(Player p)
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{
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@@ -336,6 +333,7 @@ namespace OpenRA.Mods.Common.AI
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IsEnabled = true;
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playerPower = p.PlayerActor.TraitOrDefault<PowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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botOrderManager = p.PlayerActor.Trait<BotOrderManager>();
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harvManager = new AIHarvesterManager(this, p);
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supportPowerManager = new AISupportPowerManager(this, p);
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@@ -361,11 +359,16 @@ namespace OpenRA.Mods.Common.AI
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resourceTypeIndices = new BitArray(tileset.TerrainInfo.Length); // Big enough
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foreach (var t in Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
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resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
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var conditionManager = p.PlayerActor.TraitOrDefault<ConditionManager>();
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if (conditionManager != null && conditionToken == ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.GrantCondition(p.PlayerActor, Info.Condition);
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}
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// DEPRECATED: Bot modules should queue orders directly.
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public void QueueOrder(Order order)
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{
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orders.Enqueue(order);
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botOrderManager.QueueOrder(order);
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}
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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@@ -553,10 +556,6 @@ namespace OpenRA.Mods.Common.AI
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foreach (var b in builders)
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b.Tick();
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var ordersToIssueThisTick = Math.Min((orders.Count + Info.MinOrderQuotientPerTick - 1) / Info.MinOrderQuotientPerTick, orders.Count);
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for (var i = 0; i < ordersToIssueThisTick; i++)
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World.IssueOrder(orders.Dequeue());
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}
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internal Actor FindClosestEnemy(WPos pos)
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@@ -711,7 +710,7 @@ namespace OpenRA.Mods.Common.AI
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return;
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QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true));
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BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
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AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
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activeUnits.Remove(capturer);
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}
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@@ -853,7 +852,7 @@ namespace OpenRA.Mods.Common.AI
|
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|
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if (!possibleRallyPoints.Any())
|
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{
|
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BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location);
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AIUtils.BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location);
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return producer.Location;
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}
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@@ -976,7 +975,7 @@ namespace OpenRA.Mods.Common.AI
|
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{
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if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive)
|
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{
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BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
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AIUtils.BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
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self, e.PreviousDamageState, e.DamageState);
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QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false));
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}
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@@ -123,6 +123,7 @@
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<Compile Include="AI\AIUtils.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\BotOrderManager.cs" />
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<Compile Include="AI\HackyAI.cs" />
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<Compile Include="AI\AIHarvesterManager.cs" />
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<Compile Include="AI\AISupportPowerManager.cs" />
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@@ -935,6 +936,7 @@
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<Compile Include="UpdateRules\Rules\20180923\RemoveRepairBuildingsFromAircraft.cs" />
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<Compile Include="UpdateRules\Rules\20180923\AddRearmable.cs" />
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<Compile Include="UpdateRules\Rules\20180923\MergeAttackPlaneAndHeli.cs" />
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<Compile Include="UpdateRules\Rules\20180923\AddBotOrderManager.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
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<Compile Include="Traits\Render\WithBuildingRepairDecoration.cs" />
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|
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@@ -0,0 +1,77 @@
|
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
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using System.Collections.Generic;
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using System.Linq;
|
||||
|
||||
namespace OpenRA.Mods.Common.UpdateRules.Rules
|
||||
{
|
||||
public class AddBotOrderManager : UpdateRule
|
||||
{
|
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public override string Name { get { return "Split bot order management from HackyAI to BotOrderManager"; } }
|
||||
public override string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
return "The MinOrderQuotientPerTick property and all bot order handling have been moved from HackyAI\n" +
|
||||
"to the new BotOrderManager.";
|
||||
}
|
||||
}
|
||||
|
||||
bool showMessage;
|
||||
bool messageShown;
|
||||
|
||||
public override IEnumerable<string> AfterUpdate(ModData modData)
|
||||
{
|
||||
var message = "You may want to manually change MinOrderQuotientPerTick on BotOrderManager,\n" +
|
||||
"if you were using a custom value on any AI.";
|
||||
|
||||
if (showMessage && !messageShown)
|
||||
yield return message;
|
||||
|
||||
messageShown = true;
|
||||
}
|
||||
|
||||
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
|
||||
{
|
||||
if (actorNode.Key != "Player")
|
||||
yield break;
|
||||
|
||||
var hackyAIs = actorNode.ChildrenMatching("HackyAI");
|
||||
if (!hackyAIs.Any())
|
||||
yield break;
|
||||
|
||||
foreach (var hackyAINode in hackyAIs)
|
||||
{
|
||||
// We no longer support individual values for each AI,
|
||||
// and in practice the default of 5 has proven to be a solid middle-ground,
|
||||
// so just removing any custom value and notifying the modder about it should suffice.
|
||||
var minQuotient = hackyAINode.LastChildMatching("MinOrderQuotientPerTick");
|
||||
if (minQuotient != null)
|
||||
{
|
||||
hackyAINode.RemoveNode(minQuotient);
|
||||
if (!showMessage)
|
||||
showMessage = true;
|
||||
}
|
||||
}
|
||||
|
||||
var botOrderManager = actorNode.LastChildMatching("BotOrderManager");
|
||||
if (botOrderManager == null)
|
||||
{
|
||||
var addBotOrderManager = new MiniYamlNode("BotOrderManager", "");
|
||||
actorNode.AddNode(addBotOrderManager);
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -105,6 +105,7 @@ namespace OpenRA.Mods.Common.UpdateRules
|
||||
new RemovedDemolishLocking(),
|
||||
new RequireProductionType(),
|
||||
new CloakRequiresConditionToPause(),
|
||||
new AddBotOrderManager(),
|
||||
})
|
||||
};
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
Player:
|
||||
BotOrderManager:
|
||||
HackyAI@Cabal:
|
||||
Name: Cabal
|
||||
Type: cabal
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
Player:
|
||||
BotOrderManager:
|
||||
HackyAI@Omnius:
|
||||
Name: Omnius
|
||||
Type: omnius
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
Player:
|
||||
BotOrderManager:
|
||||
HackyAI@RushAI:
|
||||
Name: Rush AI
|
||||
Type: rush
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
Player:
|
||||
BotOrderManager:
|
||||
HackyAI@TestAI:
|
||||
Name: Test AI
|
||||
Type: test
|
||||
|
||||
Reference in New Issue
Block a user