Check for consecutive failures to place a structure.
After 3 consecutive failed attempts, wait one minute before resetting the counter and trying again.
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@@ -28,6 +28,8 @@ namespace OpenRA.Mods.Common.AI
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int waitTicks;
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Actor[] playerBuildings;
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int failCount;
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int failRetryTicks;
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public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
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{
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@@ -37,10 +39,15 @@ namespace OpenRA.Mods.Common.AI
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playerPower = pm;
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playerResources = pr;
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this.category = category;
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failRetryTicks = ai.Info.StructureProductionResumeDelay;
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}
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public void Tick()
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{
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// If failed to place something N consecutive times, wait M ticks until resuming building production
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if (failCount >= ai.Info.MaximumFailedPlacementAttempts && --failRetryTicks <= 0)
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failCount = 0;
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// Only update once per second or so
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if (--waitTicks > 0)
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return;
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@@ -63,7 +70,7 @@ namespace OpenRA.Mods.Common.AI
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var currentBuilding = queue.CurrentItem();
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// Waiting to build something
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if (currentBuilding == null)
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if (currentBuilding == null && failCount < ai.Info.MaximumFailedPlacementAttempts)
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{
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var item = ChooseBuildingToBuild(queue);
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if (item == null)
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@@ -77,6 +84,7 @@ namespace OpenRA.Mods.Common.AI
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// Production is complete
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// Choose the placement logic
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// HACK: HACK HACK HACK
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// TODO: Derive this from BuildingCommonNames instead
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var type = BuildingType.Building;
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if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
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type = BuildingType.Defense;
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@@ -88,9 +96,11 @@ namespace OpenRA.Mods.Common.AI
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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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ai.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
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failCount += failCount;
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}
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else
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{
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failCount = 0;
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ai.QueueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
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{
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TargetLocation = location.Value,
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@@ -49,6 +49,9 @@ 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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@@ -58,8 +61,12 @@ namespace OpenRA.Mods.Common.AI
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[Desc("How long to wait (in ticks) between structure production checks ticks when actively building things.")]
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public readonly int StructureProductionActiveDelay = 10;
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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("How long to wait (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
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public readonly int StructureProductionResumeDelay = 1500;
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[Desc("After how many failed attempts to place a structure should AI give up and wait",
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"for StructureProductionResumeDelay before retrying.")]
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public readonly int MaximumFailedPlacementAttempts = 3;
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[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
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public readonly int MinimumDefenseRadius = 5;
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