Merge pull request #8759 from reaperrr/ai-bldgcheck

Improved AI BaseBuilder
This commit is contained in:
Matthias Mailänder
2015-07-28 22:32:21 +02:00
3 changed files with 232 additions and 31 deletions

View File

@@ -28,6 +28,20 @@ namespace OpenRA.Mods.Common.AI
int waitTicks;
Actor[] playerBuildings;
int failCount;
int failRetryTicks;
int checkForBasesTicks;
int cachedBases;
int cachedBuildings;
enum Water
{
NotChecked,
EnoughWater,
NotEnoughWater
}
Water waterState = Water.NotChecked;
public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
{
@@ -37,10 +51,55 @@ namespace OpenRA.Mods.Common.AI
playerPower = pm;
playerResources = pr;
this.category = category;
failRetryTicks = ai.Info.StructureProductionResumeDelay;
}
public void Tick()
{
// If failed to place something N consecutive times, wait M ticks until resuming building production
if (failCount >= ai.Info.MaximumFailedPlacementAttempts && --failRetryTicks <= 0)
{
var currentBuildings = world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == player)
.Count();
var baseProviders = world.ActorsWithTrait<BaseProvider>()
.Where(a => a.Actor.Owner == player)
.Count();
// Only bother resetting failCount if either a) the number of buildings has decreased since last failure M ticks ago,
// or b) number of BaseProviders (construction yard or similar) has increased since then.
// Otherwise reset failRetryTicks instead to wait again.
if (currentBuildings < cachedBuildings || baseProviders > cachedBases)
failCount = 0;
else
failRetryTicks = ai.Info.StructureProductionResumeDelay;
}
if (waterState == Water.NotChecked)
{
if (ai.EnoughWaterToBuildNaval())
waterState = Water.EnoughWater;
else
{
waterState = Water.NotEnoughWater;
checkForBasesTicks = ai.Info.CheckForNewBasesDelay;
}
}
if (waterState == Water.NotEnoughWater && --checkForBasesTicks <= 0)
{
var currentBases = world.ActorsWithTrait<BaseProvider>()
.Where(a => a.Actor.Owner == player)
.Count();
if (currentBases > cachedBases)
{
cachedBases = currentBases;
waterState = Water.NotChecked;
}
}
// Only update once per second or so
if (--waitTicks > 0)
return;
@@ -55,7 +114,11 @@ namespace OpenRA.Mods.Common.AI
if (TickQueue(queue))
active = true;
waitTicks = active ? ai.Info.StructureProductionActiveDelay : ai.Info.StructureProductionInactiveDelay;
// Add a random factor so not every AI produces at the same tick early in the game.
// Minimum should not be negative as delays in HackyAI could be zero.
var randomFactor = world.SharedRandom.Next(0, ai.Info.StructureProductionRandomBonusDelay);
waitTicks = active ? ai.Info.StructureProductionActiveDelay + randomFactor
: ai.Info.StructureProductionInactiveDelay + randomFactor;
}
bool TickQueue(ProductionQueue queue)
@@ -63,7 +126,7 @@ namespace OpenRA.Mods.Common.AI
var currentBuilding = queue.CurrentItem();
// Waiting to build something
if (currentBuilding == null)
if (currentBuilding == null && failCount < ai.Info.MaximumFailedPlacementAttempts)
{
var item = ChooseBuildingToBuild(queue);
if (item == null)
@@ -77,6 +140,7 @@ namespace OpenRA.Mods.Common.AI
// Production is complete
// Choose the placement logic
// HACK: HACK HACK HACK
// TODO: Derive this from BuildingCommonNames instead
var type = BuildingType.Building;
if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
type = BuildingType.Defense;
@@ -88,9 +152,23 @@ namespace OpenRA.Mods.Common.AI
{
HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
ai.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
failCount += failCount;
// If we just reached the maximum fail count, cache the number of current structures
if (failCount == ai.Info.MaximumFailedPlacementAttempts)
{
cachedBuildings = world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == player)
.Count();
cachedBases = world.ActorsWithTrait<BaseProvider>()
.Where(a => a.Actor.Owner == player)
.Count();
}
}
else
{
failCount = 0;
ai.QueueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
{
TargetLocation = location.Value,
@@ -130,56 +208,98 @@ namespace OpenRA.Mods.Common.AI
return available.RandomOrDefault(ai.Random);
}
bool HasSufficientPowerForActor(ActorInfo actorInfo)
{
return (actorInfo.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1)
.Sum(p => p.Amount) + playerPower.ExcessPower) >= ai.Info.MinimumExcessPower;
}
ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
// This gets used quite a bit, so let's cache it here
var power = GetProducibleBuilding("Power", buildableThings,
a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
// First priority is to get out of a low power situation
if (playerPower.ExcessPower < ai.Info.MinimumExcessPower)
{
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0)
{
// TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage
if (playerPower.PowerOutageRemainingTicks <= 0)
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
return power;
}
}
}
// Next is to build up a strong economy
if (!ai.HasAdequateProc() || !ai.HasMinimumProc())
{
var refinery = GetProducibleBuilding("Refinery", buildableThings);
if (refinery != null)
if (refinery != null && HasSufficientPowerForActor(refinery))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
return refinery;
}
if (power != null && refinery != null && !HasSufficientPowerForActor(refinery))
{
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Make sure that we can can spend as fast as we are earning
// Make sure that we can spend as fast as we are earning
if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold)
{
var production = GetProducibleBuilding("Production", buildableThings);
if (production != null)
if (production != null && HasSufficientPowerForActor(production))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
return production;
}
if (power != null && production != null && !HasSufficientPowerForActor(production))
{
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
if (waterState == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0
&& playerResources.Resources > ai.Info.NewProductionCashThreshold
&& ai.CloseEnoughToWater())
{
var navalproduction = GetProducibleBuilding("NavalProduction", buildableThings);
if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
return navalproduction;
}
if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction))
{
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Create some head room for resource storage if we really need it
if (playerResources.AlertSilo)
{
var silo = GetProducibleBuilding("Silo", buildableThings);
if (silo != null)
if (silo != null && HasSufficientPowerForActor(silo))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
return silo;
}
if (power != null && silo != null && !HasSufficientPowerForActor(silo))
{
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Build everything else
@@ -199,26 +319,29 @@ namespace OpenRA.Mods.Common.AI
if (ai.Info.BuildingLimits.ContainsKey(name) && ai.Info.BuildingLimits[name] <= count)
continue;
// If we're considering to build a naval structure, check whether there is enough water inside the base perimeter
// and any structure providing buildable area close enough to that water.
// TODO: Extend this check to cover any naval structure, not just production.
if (ai.Info.BuildingCommonNames.ContainsKey("NavalProduction")
&& ai.Info.BuildingCommonNames["NavalProduction"].Contains(name)
&& (waterState == Water.NotEnoughWater || !ai.CloseEnoughToWater()))
continue;
// Will this put us into low power?
var actor = world.Map.Rules.Actors[frac.Key];
var pis = actor.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1);
if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
var actor = world.Map.Rules.Actors[name];
if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || !HasSufficientPowerForActor(actor))
{
// Try building a power plant instead
var power = GetProducibleBuilding("Power",
buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount));
if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0)
{
// TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage
if (playerPower.PowerOutageRemainingTicks > 0)
HackyAI.BotDebug("AI: {0} is suffering from a power outage; not going to build {1}", queue.Actor.Owner, power.Name);
HackyAI.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name);
else
{
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
}
// Lets build this
HackyAI.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}",

View File

@@ -49,17 +49,32 @@ 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;
[Desc("How long to wait (in ticks) between structure production checks when there is no active production.")]
[Desc("Delay (in ticks) between structure production checks when there is no active production.",
"A StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionInactiveDelay = 125;
[Desc("How long to wait (in ticks) between structure production checks ticks when actively building things.")]
[Desc("Delay (in ticks) between structure production checks when actively building things.",
"A StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionActiveDelay = 10;
[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("A random delay (in ticks) of up to this is added to active/inactive production delays.")]
public readonly int StructureProductionRandomBonusDelay = 10;
[Desc("Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
public readonly int StructureProductionResumeDelay = 1500;
[Desc("After how many failed attempts to place a structure should AI give up and wait",
"for StructureProductionResumeDelay before retrying.")]
public readonly int MaximumFailedPlacementAttempts = 3;
[Desc("Delay (in ticks) until rechecking for new BaseProviders.")]
public readonly int CheckForNewBasesDelay = 1500;
[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
public readonly int MinimumDefenseRadius = 5;
@@ -85,6 +100,11 @@ namespace OpenRA.Mods.Common.AI
[Desc("Radius in cells around the center of the base to expand.")]
public readonly int MaxBaseRadius = 20;
[Desc("Radius in cells around each building with ProvideBuildableArea",
"to check for a 3x3 area of water where naval structures can be built.",
"Should match maximum adjacency of naval structures.")]
public readonly int CheckForWaterRadius = 8;
[Desc("Production queues AI uses for producing units.")]
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
@@ -250,6 +270,60 @@ namespace OpenRA.Mods.Common.AI
resourceTypeIndices.Set(World.TileSet.GetTerrainIndex(t.TerrainType), true);
}
// TODO: Possibly give this a more generic name when terrain type is unhardcoded
public bool EnoughWaterToBuildNaval()
{
var baseProviders = World.Actors.Where(
a => a.Owner == Player
&& a.HasTrait<BaseProvider>()
&& !a.HasTrait<Mobile>());
foreach (var b in baseProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var countWaterCells = Map.FindTilesInCircle(b.Location, Info.MaxBaseRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(a => playerWorld.Map.GetTerrainInfo(a).IsWater))
.Count();
if (countWaterCells > 0)
return true;
}
return false;
}
// Check whether we have at least one building providing buildable area close enough to water to build naval structures
public bool CloseEnoughToWater()
{
var areaProviders = World.Actors.Where(
a => a.Owner == Player
&& a.HasTrait<GivesBuildableArea>()
&& !a.HasTrait<Mobile>());
foreach (var a in areaProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var adjacentWater = Map.FindTilesInCircle(a.Location, Info.CheckForWaterRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(b => playerWorld.Map.GetTerrainInfo(b).IsWater))
.Count();
if (adjacentWater > 0)
return true;
}
return false;
}
public void QueueOrder(Order order)
{
orders.Enqueue(order);

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@@ -8,7 +8,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -115,7 +116,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -239,7 +241,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv
@@ -361,7 +364,8 @@ Player:
Power: powr,apwr
Barracks: barr,tent
VehiclesFactory: weap
Production: barr,tent,weap,afld,hpad,spen,syrd
Production: barr,tent,weap,afld,hpad
NavalProduction: spen,syrd
Silo: silo
UnitsCommonNames:
Mcv: mcv