Split off last bot modules

And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
This commit is contained in:
reaperrr
2018-11-14 15:58:46 +01:00
committed by Paul Chote
parent b74ff33039
commit 54c2894b4e
26 changed files with 1017 additions and 771 deletions

View File

@@ -365,6 +365,7 @@ namespace OpenRA.Traits
void Activate(Player p); void Activate(Player p);
void QueueOrder(Order order); void QueueOrder(Order order);
IBotInfo Info { get; } IBotInfo Info { get; }
Player Player { get; }
} }
[RequireExplicitImplementation] [RequireExplicitImplementation]

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@@ -1,682 +0,0 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public class UnitCategories
{
public readonly HashSet<string> Mcv = new HashSet<string>();
public readonly HashSet<string> NavalUnits = new HashSet<string>();
public readonly HashSet<string> ExcludeFromSquads = new HashSet<string>();
}
// TODO: Move this to SquadManagerBotModule later
public class BuildingCategories
{
public readonly HashSet<string> ConstructionYard = new HashSet<string>();
public readonly HashSet<string> VehiclesFactory = new HashSet<string>();
public readonly HashSet<string> Refinery = new HashSet<string>();
public readonly HashSet<string> Power = new HashSet<string>();
public readonly HashSet<string> Barracks = new HashSet<string>();
public readonly HashSet<string> Production = new HashSet<string>();
public readonly HashSet<string> NavalProduction = new HashSet<string>();
public readonly HashSet<string> Silo = new HashSet<string>();
}
[FieldLoader.Require]
[Desc("Internal id for this bot.")]
public readonly string Type = null;
[Desc("Human-readable name this bot uses.")]
public readonly string Name = "Unnamed Bot";
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
public readonly int SquadSizeRandomBonus = 30;
[Desc("Delay (in ticks) between giving out orders to units.")]
public readonly int AssignRolesInterval = 20;
[Desc("Delay (in ticks) between attempting rush attacks.")]
public readonly int RushInterval = 600;
[Desc("Delay (in ticks) between updating squads.")]
public readonly int AttackForceInterval = 30;
[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("Only produce units as long as there are less than this amount of units idling inside the base.")]
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
public readonly int RushAttackScanRadius = 15;
[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
public readonly int ProtectUnitScanRadius = 15;
[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
public readonly int MinBaseRadius = 2;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Radius in cells that squads should scan for enemies around their position while idle.")]
public readonly int IdleScanRadius = 10;
[Desc("Radius in cells that squads should scan for danger around their position to make flee decisions.")]
public readonly int DangerScanRadius = 10;
[Desc("Radius in cells that attack squads should scan for enemies around their position when trying to attack.")]
public readonly int AttackScanRadius = 12;
[Desc("Radius in cells that protecting squads should scan for enemies around their position.")]
public readonly int ProtectionScanRadius = 8;
[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("What units to the AI should build.", "What % of the total army must be this type of unit.")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[Desc("What units should the AI have a maximum limit to train.")]
public readonly Dictionary<string, int> UnitLimits = null;
[Desc("Tells the AI what unit types fall under the same common name. Supported entries are Mcv and ExcludeFromSquads.")]
[FieldLoader.LoadUsing("LoadUnitCategories", true)]
public readonly UnitCategories UnitsCommonNames;
// TODO: Move this to SquadManagerBotModule later
[Desc("Tells the AI what building types fall under the same common name.",
"Possible keys are ConstructionYard, Power, Refinery, Silo, Barracks, Production, VehiclesFactory, NavalProduction.")]
[FieldLoader.LoadUsing("LoadBuildingCategories", true)]
public readonly BuildingCategories BuildingCommonNames;
static object LoadUnitCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "UnitsCommonNames");
return FieldLoader.Load<UnitCategories>(categories.Value);
}
// TODO: Move this to SquadManagerBotModule later
static object LoadBuildingCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "BuildingCommonNames");
return FieldLoader.Load<BuildingCategories>(categories.Value);
}
string IBotInfo.Type { get { return Type; } }
string IBotInfo.Name { get { return Name; } }
public object Create(ActorInitializer init) { return new HackyAI(this, init); }
}
public sealed class HackyAI : ITick, IBot, INotifyDamage, IBotPositionsUpdated
{
// DEPRECATED: Modules should use World.LocalRandom.
public MersenneTwister Random { get; private set; }
public readonly HackyAIInfo Info;
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = World.Actors.Where(a => a.Owner == Player &&
Info.BuildingCommonNames.ConstructionYard.Contains(a.Info.Name))
.RandomOrDefault(Random);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public bool IsEnabled;
public List<Squad> Squads = new List<Squad>();
public Player Player { get; private set; }
readonly Queue<Order> orders = new Queue<Order>();
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
IBotTick[] tickModules;
IBotRespondToAttack[] attackResponseModules;
IBotPositionsUpdated[] positionsUpdatedModules;
CPos initialBaseCenter;
int ticks;
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
// Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public readonly World World;
public Map Map { get { return World.Map; } }
IBotInfo IBot.Info { get { return Info; } }
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
World = init.World;
if (World.Type == WorldType.Editor)
return;
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
}
// Called by the host's player creation code
public void Activate(Player p)
{
Player = p;
IsEnabled = true;
tickModules = p.PlayerActor.TraitsImplementing<IBotTick>().ToArray();
attackResponseModules = p.PlayerActor.TraitsImplementing<IBotRespondToAttack>().ToArray();
positionsUpdatedModules = p.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
Random = new MersenneTwister(Game.CosmeticRandom.Next());
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = Random.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = Random.Next(0, Info.AssignRolesInterval);
attackForceTicks = Random.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = Random.Next(0, Info.MinimumAttackForceDelay);
}
void IBot.QueueOrder(Order order)
{
orders.Enqueue(order);
}
// DEPRECATED: Modules should use IBot.QueueOrder instead
public void QueueOrder(Order order)
{
orders.Enqueue(order);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.Random(Random);
return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = Player.World
.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player)
.Select(a => a.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
if (HasAdequateAirUnitReloadBuildings(Map.Rules.Actors[unit.Key]))
return Map.Rules.Actors[unit.Key];
return null;
}
bool HasAdequateConstructionYardCount
{
get
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.VehiclesFactory, Player) == 0;
}
}
bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.Refinery, Player) > 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) == 0;
}
}
// For mods like RA (number of RearmActors must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
// If actor isn't Rearmable, it doesn't need a RearmActor to reload
var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
if (rearmableInfo == null)
return true;
var countOwnAir = AIUtils.CountActorsWithTrait<IPositionable>(actorInfo.Name, Player);
var countBuildings = rearmableInfo.RearmActors.Sum(b => AIUtils.CountActorsWithTrait<Building>(b, Player));
if (countOwnAir >= countBuildings)
return false;
return true;
}
CPos? ChooseMcvDeployLocation(string actorType, bool distanceToBaseIsImportant)
{
var actorInfo = World.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return null;
// Find the buildable cell that is closest to pos and centered around center
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
{
var cells = World.Map.FindTilesInAnnulus(center, minRange, maxRange);
// Sort by distance to target if we have one
if (center != target)
cells = cells.OrderBy(c => (c - target).LengthSquared);
else
cells = cells.Shuffle(World.LocalRandom);
foreach (var cell in cells)
{
if (!World.CanPlaceBuilding(cell, actorInfo, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, actorInfo, cell))
continue;
return cell;
}
return null;
};
var baseCenter = GetRandomBaseCenter();
return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
distanceToBaseIsImportant ? Info.MaxBaseRadius : World.Map.Grid.MaximumTileSearchRange);
}
void ITick.Tick(Actor self)
{
if (!IsEnabled)
return;
ticks++;
if (ticks == 1)
InitializeBase(self, false);
if (ticks % FeedbackTime == 0)
ProductionUnits(self);
AssignRolesToIdleUnits(self);
using (new PerfSample("bot_tick"))
{
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckBotModuleCode, World, () =>
{
foreach (var t in tickModules)
if (t.IsTraitEnabled())
t.BotTick(this);
});
}
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)
{
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
void CleanSquads()
{
Squads.RemoveAll(s => !s.IsValid);
foreach (var s in Squads)
s.Units.RemoveAll(unitCannotBeOrdered);
}
// Use of this function requires that one squad of this type. Hence it is a piece of shit
Squad GetSquadOfType(SquadType type)
{
return Squads.FirstOrDefault(s => s.Type == type);
}
Squad RegisterNewSquad(SquadType type, Actor target = null)
{
var ret = new Squad(this, type, target);
Squads.Add(ret);
return ret;
}
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(unitCannotBeOrdered);
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack();
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in Squads)
s.Update();
}
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
FindNewUnits(self);
InitializeBase(self, true);
}
if (--minAttackForceDelayTicks <= 0)
{
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
CreateAttackForce();
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player && !activeUnits.Contains(a));
foreach (var a in newUnits)
{
if (Info.UnitsCommonNames.Mcv.Contains(a.Info.Name) || Info.UnitsCommonNames.ExcludeFromSquads.Contains(a.Info.Name))
continue;
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.Units.Add(a);
}
else if (Info.UnitsCommonNames.NavalUnits.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(SquadType.Naval);
ships.Units.Add(a);
}
activeUnits.Add(a);
}
}
void CreateAttackForce()
{
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + Random.Next(Info.SquadSizeRandomBonus);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.Info.HasTraitInfo<AircraftInfo>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = AIUtils.FindEnemiesByCommonName(Info.BuildingCommonNames.ConstructionYard, Player);
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()).ToList();
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize))
return;
foreach (var b in allEnemyBaseBuilder)
{
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(Random) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
return;
}
}
}
void ProtectOwn(Actor attacker)
{
var protectSq = GetSquadOfType(SquadType.Protection);
if (protectSq == null)
protectSq = RegisterNewSquad(SquadType.Protection, attacker);
if (!protectSq.IsTargetValid)
protectSq.TargetActor = attacker;
if (!protectSq.IsValid)
{
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.Info.HasTraitInfo<BuildingInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
foreach (var a in ownUnits)
protectSq.Units.Add(a);
}
}
void InitializeBase(Actor self, bool chooseLocation)
{
var mcv = FindAndDeployMcv(self, chooseLocation);
if (mcv == null)
return;
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckBotModuleCode, World, () =>
{
foreach (var n in positionsUpdatedModules)
{
n.UpdatedBaseCenter(mcv.Location);
n.UpdatedDefenseCenter(mcv.Location);
}
});
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
// Find any MCV and deploy them at a sensible location.
Actor FindAndDeployMcv(Actor self, bool move)
{
var mcv = self.World.Actors.FirstOrDefault(a => a.Owner == Player &&
Info.UnitsCommonNames.Mcv.Contains(a.Info.Name) && a.IsIdle);
if (mcv == null)
return null;
// Don't try to move and deploy an undeployable actor
var transformsInfo = mcv.Info.TraitInfoOrDefault<TransformsInfo>();
if (transformsInfo == null)
return null;
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase &&
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0;
if (move)
{
var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, restrictToBase);
if (desiredLocation == null)
return null;
QueueOrder(new Order("Move", mcv, Target.FromCell(World, desiredLocation.Value), true));
}
QueueOrder(new Order("DeployTransform", mcv, true));
return mcv;
}
void ProductionUnits(Actor self)
{
// Stop building until economy is restored
if (!HasAdequateRefineryCount)
return;
// No construction yards - Build a new MCV
if (Info.UnitsCommonNames.Mcv.Any() && HasAdequateConstructionYardCount &&
!self.World.Actors.Any(a => a.Owner == Player && Info.UnitsCommonNames.Mcv.Contains(a.Info.Name)))
BuildUnit("Vehicle", AIUtils.GetInfoByCommonName(Info.UnitsCommonNames.Mcv, Player).Name);
foreach (var q in Info.UnitQueues)
BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);
}
void BuildUnit(string category, bool buildRandom)
{
// Pick a free queue
var queue = AIUtils.FindQueues(Player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit == null)
return;
var name = unit.Name;
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
return;
if (Info.UnitLimits != null &&
Info.UnitLimits.ContainsKey(name) &&
World.Actors.Count(a => a.Owner == Player && a.Info.Name == name) >= Info.UnitLimits[name])
return;
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void BuildUnit(string category, string name)
{
var queue = AIUtils.FindQueues(Player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
if (Map.Rules.Actors[name] != null)
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (!IsEnabled)
return;
// TODO: Add an option to include this in CheckSyncUnchanged.
// Checking sync for this is too expensive to include it by default,
// so it should be implemented as separate sub-option checkbox.
using (new PerfSample("bot_attack_response"))
{
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckBotModuleCode, World, () =>
{
foreach (var t in attackResponseModules)
if (t.IsTraitEnabled())
t.RespondToAttack(this, self, e);
});
}
if (e.Attacker == null || e.Attacker.Disposed)
return;
if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected priority assets, MCVs, harvesters and buildings
// TODO: Use *CommonNames, instead of hard-coding trait(info)s.
if (self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>())
ProtectOwn(e.Attacker);
}
}
}

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@@ -14,7 +14,7 @@ using System.Linq;
using OpenRA.Mods.Common.Traits; using OpenRA.Mods.Common.Traits;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common
{ {
public enum BuildingType { Building, Defense, Refinery } public enum BuildingType { Building, Defense, Refinery }
@@ -68,6 +68,12 @@ namespace OpenRA.Mods.Common.AI
return GetActorsWithTrait<T>(owner.World).Count(a => a.Owner == owner && a.Info.Name == actorName); return GetActorsWithTrait<T>(owner.World).Count(a => a.Owner == owner && a.Info.Name == actorName);
} }
public static int CountActorByCommonName(HashSet<string> commonNames, Player owner)
{
return owner.World.Actors.Count(a => !a.IsDead && a.Owner == owner &&
commonNames.Contains(a.Info.Name));
}
public static int CountBuildingByCommonName(HashSet<string> buildings, Player owner) public static int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
{ {
return GetActorsWithTrait<Building>(owner.World) return GetActorsWithTrait<Building>(owner.World)

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@@ -119,22 +119,25 @@
<Compile Include="Activities\Wait.cs" /> <Compile Include="Activities\Wait.cs" />
<Compile Include="Activities\WaitForTransport.cs" /> <Compile Include="Activities\WaitForTransport.cs" />
<Compile Include="ActorExts.cs" /> <Compile Include="ActorExts.cs" />
<Compile Include="AI\AIUtils.cs" /> <Compile Include="AIUtils.cs" />
<Compile Include="AI\AttackOrFleeFuzzy.cs" /> <Compile Include="Traits\BotModules\Squads\AttackOrFleeFuzzy.cs" />
<Compile Include="Traits\BotModules\BotModuleLogic\BaseBuilderQueueManager.cs" /> <Compile Include="Traits\BotModules\BotModuleLogic\BaseBuilderQueueManager.cs" />
<Compile Include="AI\HackyAI.cs" /> <Compile Include="Traits\Player\ModularBot.cs" />
<Compile Include="Traits\BotModules\HarvesterBotModule.cs" /> <Compile Include="Traits\BotModules\HarvesterBotModule.cs" />
<Compile Include="Traits\BotModules\SupportPowerBotModule.cs" /> <Compile Include="Traits\BotModules\SupportPowerBotModule.cs" />
<Compile Include="Traits\BotModules\BaseBuilderBotModule.cs" /> <Compile Include="Traits\BotModules\BaseBuilderBotModule.cs" />
<Compile Include="Traits\BotModules\BuildingRepairBotModule.cs" /> <Compile Include="Traits\BotModules\BuildingRepairBotModule.cs" />
<Compile Include="Traits\BotModules\CaptureManagerBotModule.cs" /> <Compile Include="Traits\BotModules\CaptureManagerBotModule.cs" />
<Compile Include="AI\Squad.cs" /> <Compile Include="Traits\BotModules\SquadManagerBotModule.cs" />
<Compile Include="AI\StateMachine.cs" /> <Compile Include="Traits\BotModules\McvManagerBotModule.cs" />
<Compile Include="AI\States\AirStates.cs" /> <Compile Include="Traits\BotModules\UnitBuilderBotModule.cs" />
<Compile Include="AI\States\GroundStates.cs" /> <Compile Include="Traits\BotModules\Squads\Squad.cs" />
<Compile Include="AI\States\NavyStates.cs" /> <Compile Include="Traits\BotModules\Squads\StateMachine.cs" />
<Compile Include="AI\States\ProtectionStates.cs" /> <Compile Include="Traits\BotModules\Squads\States\AirStates.cs" />
<Compile Include="AI\States\StateBase.cs" /> <Compile Include="Traits\BotModules\Squads\States\GroundStates.cs" />
<Compile Include="Traits\BotModules\Squads\States\NavyStates.cs" />
<Compile Include="Traits\BotModules\Squads\States\ProtectionStates.cs" />
<Compile Include="Traits\BotModules\Squads\States\StateBase.cs" />
<Compile Include="Traits\BotModules\BotModuleLogic\SupportPowerDecision.cs" /> <Compile Include="Traits\BotModules\BotModuleLogic\SupportPowerDecision.cs" />
<Compile Include="AudioLoaders\AudLoader.cs" /> <Compile Include="AudioLoaders\AudLoader.cs" />
<Compile Include="AudioLoaders\VocLoader.cs" /> <Compile Include="AudioLoaders\VocLoader.cs" />
@@ -811,7 +814,7 @@
<Compile Include="Traits\Radar\AppearsOnRadar.cs" /> <Compile Include="Traits\Radar\AppearsOnRadar.cs" />
<Compile Include="Traits\Radar\ProvidesRadar.cs" /> <Compile Include="Traits\Radar\ProvidesRadar.cs" />
<Compile Include="Traits\Radar\RadarColorFromTerrain.cs" /> <Compile Include="Traits\Radar\RadarColorFromTerrain.cs" />
<Compile Include="AI\DummyAI.cs" /> <Compile Include="Traits\Player\DummyBot.cs" />
<Compile Include="UtilityCommands\ListInstallShieldContentsCommand.cs" /> <Compile Include="UtilityCommands\ListInstallShieldContentsCommand.cs" />
<Compile Include="Widgets\Logic\Installation\ModContentLogic.cs" /> <Compile Include="Widgets\Logic\Installation\ModContentLogic.cs" />
<Compile Include="Widgets\Logic\Installation\DownloadPackageLogic.cs" /> <Compile Include="Widgets\Logic\Installation\DownloadPackageLogic.cs" />

View File

@@ -13,7 +13,6 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Support; using OpenRA.Support;
using OpenRA.Traits; using OpenRA.Traits;
@@ -123,7 +122,7 @@ namespace OpenRA.Mods.Common.Traits
public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); } public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); }
} }
public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IBotTick, IBotPositionsUpdated, IBotRespondToAttack public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IBotTick, IBotPositionsUpdated, IBotRespondToAttack, IBotRequestPauseUnitProduction
{ {
public CPos GetRandomBaseCenter() public CPos GetRandomBaseCenter()
{ {
@@ -181,6 +180,11 @@ namespace OpenRA.Mods.Common.Traits
defenseCenter = newLocation; defenseCenter = newLocation;
} }
bool IBotRequestPauseUnitProduction.PauseUnitProduction
{
get { return !IsTraitDisabled && !HasAdequateRefineryCount; }
}
void IBotTick.BotTick(IBot bot) void IBotTick.BotTick(IBot bot)
{ {
SetRallyPointsForNewProductionBuildings(bot); SetRallyPointsForNewProductionBuildings(bot);
@@ -200,8 +204,8 @@ namespace OpenRA.Mods.Common.Traits
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>()) if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return; return;
// Protected priority assets, MCVs, harvesters and buildings // Protect buildings
if (self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>()) if (self.Info.HasTraitInfo<BuildingInfo>())
foreach (var n in positionsUpdatedModules) foreach (var n in positionsUpdatedModules)
n.UpdatedDefenseCenter(e.Attacker.Location); n.UpdatedDefenseCenter(e.Attacker.Location);
} }
@@ -240,5 +244,26 @@ namespace OpenRA.Mods.Common.Traits
{ {
return info != null && world.IsCellBuildable(x, null, info); return info != null && world.IsCellBuildable(x, null, info);
} }
public bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player) >= MinimumRefineryCount ||
AIUtils.CountBuildingByCommonName(Info.PowerTypes, player) == 0 ||
AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) == 0;
}
}
int MinimumRefineryCount
{
get
{
// Unless we have no barracks (higher priority), require a 2nd refinery.
// TODO: Possibly unhardcode this, at least the targeted minimum of 2 (the fallback can probably stay at 1).
return AIUtils.CountBuildingByCommonName(Info.BarracksTypes, player) > 0 ? 2 : 1;
}
}
} }
} }

View File

@@ -13,7 +13,6 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits
@@ -219,7 +218,7 @@ namespace OpenRA.Mods.Common.Traits
} }
// Next is to build up a strong economy // Next is to build up a strong economy
if (!HasAdequateRefineryCount) if (!baseBuilder.HasAdequateRefineryCount)
{ {
var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings); var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings);
if (refinery != null && HasSufficientPowerForActor(refinery)) if (refinery != null && HasSufficientPowerForActor(refinery))
@@ -410,26 +409,5 @@ namespace OpenRA.Mods.Common.Traits
// Can't find a build location // Can't find a build location
return null; return null;
} }
bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(baseBuilder.Info.RefineryTypes, player) >= MinimumRefineryCount ||
AIUtils.CountBuildingByCommonName(baseBuilder.Info.PowerTypes, player) == 0 ||
AIUtils.CountBuildingByCommonName(baseBuilder.Info.ConstructionYardTypes, player) == 0;
}
}
int MinimumRefineryCount
{
get
{
// Unless we have no barracks (higher priority), require a 2nd refinery.
// TODO: Possibly unhardcode this, at least the targeted minimum of 2 (the fallback can probably stay at 1).
return AIUtils.CountBuildingByCommonName(baseBuilder.Info.BarracksTypes, player) > 0 ? 2 : 1;
}
}
} }
} }

View File

@@ -10,7 +10,6 @@
#endregion #endregion
using System.Collections.Generic; using System.Collections.Generic;
using OpenRA.Mods.Common.AI;
using OpenRA.Primitives; using OpenRA.Primitives;
using OpenRA.Traits; using OpenRA.Traits;

View File

@@ -9,7 +9,6 @@
*/ */
#endregion #endregion
using OpenRA.Mods.Common.AI;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits

View File

@@ -12,7 +12,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits

View File

@@ -13,7 +13,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.AI;
using OpenRA.Mods.Common.Pathfinder; using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits; using OpenRA.Traits;

View File

@@ -0,0 +1,222 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI MCVs.")]
public class McvManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that are considered MCVs (deploy into base builders).")]
public readonly HashSet<string> McvTypes = new HashSet<string>();
[Desc("Actor types that are considered construction yards (base builders).")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Actor types that are able to produce MCVs.")]
public readonly HashSet<string> McvFactoryTypes = new HashSet<string>();
[Desc("Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this.")]
public readonly int MinimumConstructionYardCount = 1;
[Desc("Delay (in ticks) between looking for and giving out orders to new MCVs.")]
public readonly int ScanForNewMcvInterval = 20;
[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
public readonly int MinBaseRadius = 2;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
public override object Create(ActorInitializer init) { return new McvManagerBotModule(init.Self, this); }
}
public class McvManagerBotModule : ConditionalTrait<McvManagerBotModuleInfo>, IBotTick, IBotPositionsUpdated
{
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = world.Actors.Where(a => a.Owner == player &&
Info.ConstructionYardTypes.Contains(a.Info.Name))
.RandomOrDefault(world.LocalRandom);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotRequestUnitProduction[] requestUnitProduction;
CPos initialBaseCenter;
int scanInterval;
int ticks;
// MCVs that the bot already knows about. Any MCV not on this list needs to be given an order.
List<Actor> activeMCVs = new List<Actor>();
public McvManagerBotModule(Actor self, McvManagerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a.Owner != player || a.IsDead || !a.IsInWorld;
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
scanInterval = world.LocalRandom.Next(Info.ScanForNewMcvInterval, Info.ScanForNewMcvInterval * 2);
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
void IBotTick.BotTick(IBot bot)
{
ticks++;
if (ticks == 1)
DeployMcvs(bot, false);
if (--scanInterval <= 0)
{
scanInterval = Info.ScanForNewMcvInterval;
DeployMcvs(bot, true);
// No construction yards - Build a new MCV
if (ShouldBuildMCV())
{
var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
if (unitBuilder != null)
{
var mcvInfo = AIUtils.GetInfoByCommonName(Info.McvTypes, player);
unitBuilder.RequestUnitProduction(bot, mcvInfo.Name);
}
}
}
}
bool ShouldBuildMCV()
{
// Only build MCV if we don't already have one in the field.
var allowedToBuildMCV = AIUtils.CountActorByCommonName(Info.McvTypes, player) == 0;
if (!allowedToBuildMCV)
return false;
// Build MCV if we don't have the desired number of construction yards, unless we have no factory (can't build it).
return AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) < Info.MinimumConstructionYardCount &&
AIUtils.CountBuildingByCommonName(Info.McvFactoryTypes, player) > 0;
}
void DeployMcvs(IBot bot, bool chooseLocation)
{
activeMCVs.RemoveAll(unitCannotBeOrdered);
var newMCVs = world.ActorsHavingTrait<Transforms>()
.Where(a => a.Owner == player &&
a.IsIdle &&
Info.McvTypes.Contains(a.Info.Name) &&
!activeMCVs.Contains(a));
foreach (var a in newMCVs)
activeMCVs.Add(a);
foreach (var mcv in activeMCVs)
DeployMcv(bot, mcv, chooseLocation);
}
// Find any MCV and deploy them at a sensible location.
void DeployMcv(IBot bot, Actor mcv, bool move)
{
if (move)
{
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase && AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) > 0;
var transformsInfo = mcv.Info.TraitInfo<TransformsInfo>();
var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, transformsInfo.Offset, restrictToBase);
if (desiredLocation == null)
return;
bot.QueueOrder(new Order("Move", mcv, Target.FromCell(world, desiredLocation.Value), true));
}
// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
// update base and defense center if the MCV is deployed immediately (i.e. at game start).
// TODO: This could be adressed via INotifyTransform.
foreach (var n in notifyPositionsUpdated)
{
n.UpdatedBaseCenter(mcv.Location);
n.UpdatedDefenseCenter(mcv.Location);
}
bot.QueueOrder(new Order("DeployTransform", mcv, true));
}
CPos? ChooseMcvDeployLocation(string actorType, CVec offset, bool distanceToBaseIsImportant)
{
var actorInfo = world.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return null;
// Find the buildable cell that is closest to pos and centered around center
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
{
var cells = world.Map.FindTilesInAnnulus(center, minRange, maxRange);
// Sort by distance to target if we have one
if (center != target)
cells = cells.OrderBy(c => (c - target).LengthSquared);
else
cells = cells.Shuffle(world.LocalRandom);
foreach (var cell in cells)
{
if (!world.CanPlaceBuilding(cell + offset, actorInfo, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, player, actorInfo, cell))
continue;
return cell;
}
return null;
};
var baseCenter = GetRandomBaseCenter();
return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
distanceToBaseIsImportant ? Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange);
}
}
}

View File

@@ -0,0 +1,355 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits.BotModules.Squads;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI squads.")]
public class SquadManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that are valid for naval squads.")]
public readonly HashSet<string> NavalUnitsTypes = new HashSet<string>();
[Desc("Actor types that should generally be excluded from attack squads.")]
public readonly HashSet<string> ExcludeFromSquadsTypes = new HashSet<string>();
[Desc("Actor types that are considered construction yards (base builders).")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Enemy building types around which to scan for targets for naval squads.")]
public readonly HashSet<string> NavalProductionTypes = new HashSet<string>();
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
public readonly int SquadSizeRandomBonus = 30;
[Desc("Delay (in ticks) between giving out orders to units.")]
public readonly int AssignRolesInterval = 20;
[Desc("Delay (in ticks) between attempting rush attacks.")]
public readonly int RushInterval = 600;
[Desc("Delay (in ticks) between updating squads.")]
public readonly int AttackForceInterval = 30;
[Desc("Minimum delay (in ticks) between creating squads.")]
public readonly int MinimumAttackForceDelay = 0;
[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
public readonly int RushAttackScanRadius = 15;
[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
public readonly int ProtectUnitScanRadius = 15;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Maximum range at which to scan for enemies when creating protection squads.")]
public readonly int MaximumDefenseRadius = 20;
[Desc("Radius in cells that squads should scan for enemies around their position while idle.")]
public readonly int IdleScanRadius = 10;
[Desc("Radius in cells that squads should scan for danger around their position to make flee decisions.")]
public readonly int DangerScanRadius = 10;
[Desc("Radius in cells that attack squads should scan for enemies around their position when trying to attack.")]
public readonly int AttackScanRadius = 12;
[Desc("Radius in cells that protecting squads should scan for enemies around their position.")]
public readonly int ProtectionScanRadius = 8;
public override object Create(ActorInitializer init) { return new SquadManagerBotModule(init.Self, this); }
}
public class SquadManagerBotModule : ConditionalTrait<SquadManagerBotModuleInfo>, IBotTick, IBotRespondToAttack, IBotPositionsUpdated
{
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = World.Actors.Where(a => a.Owner == Player &&
Info.ConstructionYardTypes.Contains(a.Info.Name))
.RandomOrDefault(World.LocalRandom);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public readonly World World;
public readonly Player Player;
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
public List<Squad> Squads = new List<Squad>();
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotNotifyIdleBaseUnits[] notifyIdleBaseUnits;
CPos initialBaseCenter;
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
// Units that the bot already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
public SquadManagerBotModule(Actor self, SquadManagerBotModuleInfo info)
: base(info)
{
World = self.World;
Player = self.Owner;
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = Player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
notifyIdleBaseUnits = Player.PlayerActor.TraitsImplementing<IBotNotifyIdleBaseUnits>().ToArray();
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = World.LocalRandom.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = World.LocalRandom.Next(0, Info.AssignRolesInterval);
attackForceTicks = World.LocalRandom.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = World.LocalRandom.Next(0, Info.MinimumAttackForceDelay);
}
void IBotTick.BotTick(IBot bot)
{
AssignRolesToIdleUnits(bot);
}
internal Actor FindClosestEnemy(WPos pos)
{
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
void CleanSquads()
{
Squads.RemoveAll(s => !s.IsValid);
foreach (var s in Squads)
s.Units.RemoveAll(unitCannotBeOrdered);
}
// HACK: Use of this function requires that there is one squad of this type.
Squad GetSquadOfType(SquadType type)
{
return Squads.FirstOrDefault(s => s.Type == type);
}
Squad RegisterNewSquad(IBot bot, SquadType type, Actor target = null)
{
var ret = new Squad(bot, this, type, target);
Squads.Add(ret);
return ret;
}
void AssignRolesToIdleUnits(IBot bot)
{
CleanSquads();
activeUnits.RemoveAll(unitCannotBeOrdered);
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack(bot);
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in Squads)
s.Update();
}
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
FindNewUnits(bot);
}
if (--minAttackForceDelayTicks <= 0)
{
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
CreateAttackForce(bot);
}
}
void FindNewUnits(IBot bot)
{
var newUnits = World.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player &&
!Info.ExcludeFromSquadsTypes.Contains(a.Info.Name) &&
!activeUnits.Contains(a));
foreach (var a in newUnits)
{
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(bot, SquadType.Air);
air.Units.Add(a);
}
else if (Info.NavalUnitsTypes.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(bot, SquadType.Naval);
ships.Units.Add(a);
}
activeUnits.Add(a);
}
// Notifying here rather than inside the loop, should be fine and saves a bunch of notification calls
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
}
void CreateAttackForce(IBot bot)
{
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + World.LocalRandom.Next(Info.SquadSizeRandomBonus);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(bot, SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.Info.HasTraitInfo<AircraftInfo>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
foreach (var n in notifyIdleBaseUnits)
n.UpdatedIdleBaseUnits(unitsHangingAroundTheBase);
}
}
void TryToRushAttack(IBot bot)
{
var allEnemyBaseBuilder = AIUtils.FindEnemiesByCommonName(Info.ConstructionYardTypes, Player);
// TODO: This should use common names & ExcludeFromSquads instead of hardcoding TraitInfo checks
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()).ToList();
if (!allEnemyBaseBuilder.Any() || ownUnits.Count < Info.SquadSize)
return;
foreach (var b in allEnemyBaseBuilder)
{
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(World.LocalRandom) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(bot, SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
return;
}
}
}
void ProtectOwn(IBot bot, Actor attacker)
{
var protectSq = GetSquadOfType(SquadType.Protection);
if (protectSq == null)
protectSq = RegisterNewSquad(bot, SquadType.Protection, attacker);
if (!protectSq.IsTargetValid)
protectSq.TargetActor = attacker;
if (!protectSq.IsValid)
{
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.Info.HasTraitInfo<BuildingInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
foreach (var a in ownUnits)
protectSq.Units.Add(a);
}
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (e.Attacker == null)
return;
if (e.Attacker.Disposed)
return;
if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected priority assets, MCVs, harvesters and buildings
// TODO: Use *CommonNames, instead of hard-coding trait(info)s.
if (self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>())
{
foreach (var n in notifyPositionsUpdated)
n.UpdatedDefenseCenter(e.Attacker.Location);
ProtectOwn(bot, e.Attacker);
}
}
}
}

View File

@@ -13,11 +13,10 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using AI.Fuzzy.Library; using AI.Fuzzy.Library;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Warheads; using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
sealed class AttackOrFleeFuzzy sealed class AttackOrFleeFuzzy
{ {

View File

@@ -11,11 +11,10 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support; using OpenRA.Support;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
public enum SquadType { Assault, Air, Rush, Protection, Naval } public enum SquadType { Assault, Air, Rush, Protection, Naval }
@@ -24,20 +23,22 @@ namespace OpenRA.Mods.Common.AI
public List<Actor> Units = new List<Actor>(); public List<Actor> Units = new List<Actor>();
public SquadType Type; public SquadType Type;
internal IBot Bot;
internal World World; internal World World;
internal HackyAI Bot; internal SquadManagerBotModule SquadManager;
internal MersenneTwister Random; internal MersenneTwister Random;
internal Target Target; internal Target Target;
internal StateMachine FuzzyStateMachine; internal StateMachine FuzzyStateMachine;
public Squad(HackyAI bot, SquadType type) : this(bot, type, null) { } public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type) : this(bot, squadManager, type, null) { }
public Squad(HackyAI bot, SquadType type, Actor target) public Squad(IBot bot, SquadManagerBotModule squadManager, SquadType type, Actor target)
{ {
Bot = bot; Bot = bot;
World = bot.World; SquadManager = squadManager;
Random = bot.Random; World = bot.Player.PlayerActor.World;
Random = World.LocalRandom;
Type = type; Type = type;
Target = Target.FromActor(target); Target = Target.FromActor(target);
FuzzyStateMachine = new StateMachine(); FuzzyStateMachine = new StateMachine();

View File

@@ -9,7 +9,7 @@
*/ */
#endregion #endregion
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
class StateMachine class StateMachine
{ {

View File

@@ -12,11 +12,10 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives; using OpenRA.Primitives;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
abstract class AirStateBase : StateBase abstract class AirStateBase : StateBase
{ {
@@ -64,7 +63,7 @@ namespace OpenRA.Mods.Common.AI
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget) protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{ {
var map = owner.World.Map; var map = owner.World.Map;
var dangerRadius = owner.Bot.Info.DangerScanRadius; var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
detectedEnemyTarget = null; detectedEnemyTarget = null;
var x = (map.MapSize.X % dangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + dangerRadius; var x = (map.MapSize.X % dangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + dangerRadius;
var y = (map.MapSize.Y % dangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + dangerRadius; var y = (map.MapSize.Y % dangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + dangerRadius;
@@ -96,7 +95,7 @@ namespace OpenRA.Mods.Common.AI
protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget) protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
{ {
detectedEnemyTarget = null; detectedEnemyTarget = null;
var dangerRadius = owner.Bot.Info.DangerScanRadius; var dangerRadius = owner.SquadManager.Info.DangerScanRadius;
var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius)) var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList(); .Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
@@ -200,7 +199,7 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid) if (!owner.IsTargetValid)
{ {
var a = owner.Units.Random(owner.Random); var a = owner.Units.Random(owner.Random);
var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition); var closestEnemy = owner.SquadManager.FindClosestEnemy(a.CenterPosition);
if (closestEnemy != null) if (closestEnemy != null)
owner.TargetActor = closestEnemy; owner.TargetActor = closestEnemy;
else else

View File

@@ -12,7 +12,7 @@
using System.Linq; using System.Linq;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
abstract class GroundStateBase : StateBase abstract class GroundStateBase : StateBase
{ {
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.AI
protected Actor FindClosestEnemy(Squad owner) protected Actor FindClosestEnemy(Squad owner)
{ {
return owner.Bot.FindClosestEnemy(owner.Units.First().CenterPosition); return owner.SquadManager.FindClosestEnemy(owner.Units.First().CenterPosition);
} }
} }
@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.AI
owner.TargetActor = closestEnemy; owner.TargetActor = closestEnemy;
} }
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius)) var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList(); .Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Count == 0) if (enemyUnits.Count == 0)
@@ -104,7 +104,7 @@ namespace OpenRA.Mods.Common.AI
} }
else else
{ {
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius)) var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty); .Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
var target = enemies.ClosestTo(leader.CenterPosition); var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null) if (target != null)

View File

@@ -10,10 +10,9 @@
#endregion #endregion
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
abstract class NavyStateBase : StateBase abstract class NavyStateBase : StateBase
{ {
@@ -33,7 +32,7 @@ namespace OpenRA.Mods.Common.AI
var locomotorInfo = first.Info.TraitInfo<MobileInfo>().LocomotorInfo; var locomotorInfo = first.Info.TraitInfo<MobileInfo>().LocomotorInfo;
var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a var navalProductions = owner.World.ActorsHavingTrait<Building>().Where(a
=> owner.Bot.Info.BuildingCommonNames.NavalProduction.Contains(a.Info.Name) => owner.SquadManager.Info.NavalProductionTypes.Contains(a.Info.Name)
&& domainIndex.IsPassable(first.Location, a.Location, locomotorInfo) && domainIndex.IsPassable(first.Location, a.Location, locomotorInfo)
&& a.AppearsHostileTo(first)); && a.AppearsHostileTo(first));
@@ -45,11 +44,11 @@ namespace OpenRA.Mods.Common.AI
// If the naval production is within MaxBaseRadius, it implies that // If the naval production is within MaxBaseRadius, it implies that
// this squad is close to enemy territory and they should expect a naval combat; // this squad is close to enemy territory and they should expect a naval combat;
// closest enemy makes more sense in that case. // closest enemy makes more sense in that case.
if ((nearest.Location - first.Location).LengthSquared > owner.Bot.Info.MaxBaseRadius * owner.Bot.Info.MaxBaseRadius) if ((nearest.Location - first.Location).LengthSquared > owner.SquadManager.Info.MaxBaseRadius * owner.SquadManager.Info.MaxBaseRadius)
return nearest; return nearest;
} }
return owner.Bot.FindClosestEnemy(first.CenterPosition); return owner.SquadManager.FindClosestEnemy(first.CenterPosition);
} }
} }
@@ -71,7 +70,7 @@ namespace OpenRA.Mods.Common.AI
owner.TargetActor = closestEnemy; owner.TargetActor = closestEnemy;
} }
var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius)) var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.SquadManager.Info.IdleScanRadius))
.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList(); .Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Count == 0) if (enemyUnits.Count == 0)
@@ -130,7 +129,7 @@ namespace OpenRA.Mods.Common.AI
} }
else else
{ {
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius)) var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.SquadManager.Info.AttackScanRadius))
.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty); .Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && !a.GetEnabledTargetTypes().IsEmpty);
var target = enemies.ClosestTo(leader.CenterPosition); var target = enemies.ClosestTo(leader.CenterPosition);
if (target != null) if (target != null)

View File

@@ -11,7 +11,7 @@
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
class UnitsForProtectionIdleState : GroundStateBase, IState class UnitsForProtectionIdleState : GroundStateBase, IState
{ {
@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.AI
if (!owner.IsTargetValid) if (!owner.IsTargetValid)
{ {
owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WDist.FromCells(owner.Bot.Info.ProtectionScanRadius)); owner.TargetActor = owner.SquadManager.FindClosestEnemy(owner.CenterPosition, WDist.FromCells(owner.SquadManager.Info.ProtectionScanRadius));
if (owner.TargetActor == null) if (owner.TargetActor == null)
{ {

View File

@@ -13,10 +13,9 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits.BotModules.Squads
{ {
abstract class StateBase abstract class StateBase
{ {
@@ -29,7 +28,7 @@ namespace OpenRA.Mods.Common.AI
protected static CPos RandomBuildingLocation(Squad squad) protected static CPos RandomBuildingLocation(Squad squad)
{ {
var location = squad.Bot.GetRandomBaseCenter(); var location = squad.SquadManager.GetRandomBaseCenter();
var buildings = squad.World.ActorsHavingTrait<Building>() var buildings = squad.World.ActorsHavingTrait<Building>()
.Where(a => a.Owner == squad.Bot.Player).ToList(); .Where(a => a.Owner == squad.Bot.Player).ToList();
if (buildings.Count > 0) if (buildings.Count > 0)
@@ -87,7 +86,7 @@ namespace OpenRA.Mods.Common.AI
return false; return false;
var randomSquadUnit = squad.Units.Random(squad.Random); var randomSquadUnit = squad.Units.Random(squad.Random);
var dangerRadius = squad.Bot.Info.DangerScanRadius; var dangerRadius = squad.SquadManager.Info.DangerScanRadius;
var units = squad.World.FindActorsInCircle(randomSquadUnit.CenterPosition, WDist.FromCells(dangerRadius)).ToList(); var units = squad.World.FindActorsInCircle(randomSquadUnit.CenterPosition, WDist.FromCells(dangerRadius)).ToList();
// If there are any own buildings within the DangerRadius, don't flee // If there are any own buildings within the DangerRadius, don't flee

View File

@@ -11,7 +11,6 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using OpenRA.Mods.Common.AI;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits

View File

@@ -0,0 +1,209 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Controls AI unit production.")]
public class UnitBuilderBotModuleInfo : ConditionalTraitInfo
{
// TODO: Investigate whether this might the (or at least one) reason why bots occasionally get into a state of doing nothing.
// Reason: If this is less than SquadSize, the bot might get stuck between not producing more units due to this,
// but also not creating squads since there aren't enough idle units.
[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("What units to the AI should build.", "What relative share of the total army must be this type of unit.")]
public readonly Dictionary<string, int> UnitsToBuild = null;
[Desc("What units should the AI have a maximum limit to train.")]
public readonly Dictionary<string, int> UnitLimits = null;
public override object Create(ActorInitializer init) { return new UnitBuilderBotModule(init.Self, this); }
}
public class UnitBuilderBotModule : ConditionalTrait<UnitBuilderBotModuleInfo>, IBotTick, IBotNotifyIdleBaseUnits, IBotRequestUnitProduction
{
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
readonly World world;
readonly Player player;
readonly List<string> queuedBuildRequests = new List<string>();
IBotRequestPauseUnitProduction[] requestPause;
List<Actor> idleUnits = new List<Actor>();
int ticks;
public UnitBuilderBotModule(Actor self, UnitBuilderBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
}
protected override void TraitEnabled(Actor self)
{
requestPause = player.PlayerActor.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
}
void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits)
{
this.idleUnits = idleUnits;
}
void IBotTick.BotTick(IBot bot)
{
if (requestPause.Any(rp => rp.PauseUnitProduction))
return;
ticks++;
if (ticks % FeedbackTime == 0)
{
var buildRequest = queuedBuildRequests.FirstOrDefault();
if (buildRequest != null)
{
BuildUnit(bot, buildRequest);
queuedBuildRequests.Remove(buildRequest);
}
foreach (var q in Info.UnitQueues)
BuildUnit(bot, q, idleUnits.Count < Info.IdleBaseUnitsMaximum);
}
}
void IBotRequestUnitProduction.RequestUnitProduction(IBot bot, string requestedActor)
{
queuedBuildRequests.Add(requestedActor);
}
void BuildUnit(IBot bot, string category, bool buildRandom)
{
// Pick a free queue
var queue = AIUtils.FindQueues(player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit == null)
return;
var name = unit.Name;
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
return;
if (Info.UnitLimits != null &&
Info.UnitLimits.ContainsKey(name) &&
world.Actors.Count(a => a.Owner == player && a.Info.Name == name) >= Info.UnitLimits[name])
return;
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void BuildUnit(IBot bot, string category, string name)
{
var queue = AIUtils.FindQueues(player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
if (world.Map.Rules.Actors[name] != null)
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
// In cases where we want to build a specific unit but don't know the queue name (because there's more than one possibility)
void BuildUnit(IBot bot, string name)
{
var actorInfo = world.Map.Rules.Actors[name];
if (actorInfo == null)
return;
var buildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo == null)
return;
ProductionQueue queue = null;
foreach (var pq in buildableInfo.Queue)
{
queue = AIUtils.FindQueues(player, pq).FirstOrDefault(q => !q.AllQueued().Any());
if (queue != null)
break;
}
if (queue != null)
bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.Random(world.LocalRandom);
return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = player.World
.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == player)
.Select(a => a.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(world.LocalRandom))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) * 100 < unit.Value * myUnits.Count)
if (HasAdequateAirUnitReloadBuildings(world.Map.Rules.Actors[unit.Key]))
return world.Map.Rules.Actors[unit.Key];
return null;
}
// For mods like RA (number of RearmActors must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
// If actor isn't Rearmable, it doesn't need a RearmActor to reload
var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
if (rearmableInfo == null)
return true;
var countOwnAir = AIUtils.CountActorsWithTrait<IPositionable>(actorInfo.Name, player);
var countBuildings = rearmableInfo.RearmActors.Sum(b => AIUtils.CountActorsWithTrait<Building>(b, player));
if (countOwnAir >= countBuildings)
return false;
return true;
}
}
}

View File

@@ -11,9 +11,10 @@
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI namespace OpenRA.Mods.Common.Traits
{ {
public sealed class DummyAIInfo : ITraitInfo, IBotInfo [Desc("A placeholder bot that doesn't do anything.")]
public sealed class DummyBotInfo : ITraitInfo, IBotInfo
{ {
[Desc("Human-readable name this bot uses.")] [Desc("Human-readable name this bot uses.")]
public readonly string Name = "Unnamed Bot"; public readonly string Name = "Unnamed Bot";
@@ -26,26 +27,29 @@ namespace OpenRA.Mods.Common.AI
string IBotInfo.Name { get { return Name; } } string IBotInfo.Name { get { return Name; } }
public object Create(ActorInitializer init) { return new DummyAI(this); } public object Create(ActorInitializer init) { return new DummyBot(this); }
} }
public sealed class DummyAI : IBot public sealed class DummyBot : IBot
{ {
readonly DummyAIInfo info; readonly DummyBotInfo info;
public bool Enabled { get; private set; } public bool IsEnabled { get; private set; }
Player player;
public DummyAI(DummyAIInfo info) public DummyBot(DummyBotInfo info)
{ {
this.info = info; this.info = info;
} }
void IBot.Activate(Player p) void IBot.Activate(Player p)
{ {
Enabled = true; IsEnabled = true;
player = p;
} }
void IBot.QueueOrder(Order order) { } void IBot.QueueOrder(Order order) { }
IBotInfo IBot.Info { get { return info; } } IBotInfo IBot.Info { get { return info; } }
Player IBot.Player { get { return player; } }
} }
} }

View File

@@ -0,0 +1,113 @@
#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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Bot that uses BotModules.")]
public sealed class ModularBotInfo : IBotInfo, ITraitInfo
{
[FieldLoader.Require]
[Desc("Internal id for this bot.")]
public readonly string Type = null;
[Desc("Human-readable name this bot uses.")]
public readonly string Name = "Unnamed Bot";
[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;
string IBotInfo.Type { get { return Type; } }
string IBotInfo.Name { get { return Name; } }
public object Create(ActorInitializer init) { return new ModularBot(this, init); }
}
public sealed class ModularBot : ITick, IBot, INotifyDamage
{
public bool IsEnabled;
readonly ModularBotInfo info;
readonly World world;
readonly Queue<Order> orders = new Queue<Order>();
Player player;
IBotTick[] tickModules;
IBotRespondToAttack[] attackResponseModules;
IBotInfo IBot.Info { get { return info; } }
Player IBot.Player { get { return player; } }
public ModularBot(ModularBotInfo info, ActorInitializer init)
{
this.info = info;
this.world = init.World;
}
// Called by the host's player creation code
public void Activate(Player p)
{
IsEnabled = true;
player = p;
tickModules = p.PlayerActor.TraitsImplementing<IBotTick>().ToArray();
attackResponseModules = p.PlayerActor.TraitsImplementing<IBotRespondToAttack>().ToArray();
}
void IBot.QueueOrder(Order order)
{
orders.Enqueue(order);
}
void ITick.Tick(Actor self)
{
if (!IsEnabled)
return;
using (new PerfSample("bot_tick"))
{
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckBotModuleCode, world, () =>
{
foreach (var t in tickModules)
if (t.IsTraitEnabled())
t.BotTick(this);
});
}
var ordersToIssueThisTick = Math.Min((orders.Count + info.MinOrderQuotientPerTick - 1) / info.MinOrderQuotientPerTick, orders.Count);
for (var i = 0; i < ordersToIssueThisTick; i++)
world.IssueOrder(orders.Dequeue());
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (!IsEnabled)
return;
using (new PerfSample("bot_attack_response"))
{
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckBotModuleCode, world, () =>
{
foreach (var t in attackResponseModules)
if (t.IsTraitEnabled())
t.RespondToAttack(this, self, e);
});
}
}
}
}

View File

@@ -13,7 +13,6 @@ using System.Collections.Generic;
using System.Drawing; using System.Drawing;
using System.Linq; using System.Linq;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Mods.Common.AI;
using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits; using OpenRA.Traits;
@@ -27,13 +26,13 @@ namespace OpenRA.Mods.Common.Traits.Render
public object Create(ActorInitializer init) { return new RenderDebugState(init.Self, this); } public object Create(ActorInitializer init) { return new RenderDebugState(init.Self, this); }
} }
class RenderDebugState : INotifyAddedToWorld, INotifyOwnerChanged, IRenderAboveShroudWhenSelected class RenderDebugState : INotifyAddedToWorld, INotifyOwnerChanged, INotifyCreated, IRenderAboveShroudWhenSelected
{ {
readonly DebugVisualizations debugVis; readonly DebugVisualizations debugVis;
readonly SpriteFont font; readonly SpriteFont font;
readonly Actor self; readonly Actor self;
readonly WVec offset; readonly WVec offset;
readonly HackyAI ai; SquadManagerBotModule ai;
Color color; Color color;
string tagString; string tagString;
@@ -49,7 +48,11 @@ namespace OpenRA.Mods.Common.Traits.Render
font = Game.Renderer.Fonts[info.Font]; font = Game.Renderer.Fonts[info.Font];
debugVis = self.World.WorldActor.TraitOrDefault<DebugVisualizations>(); debugVis = self.World.WorldActor.TraitOrDefault<DebugVisualizations>();
ai = self.Owner.PlayerActor.TraitsImplementing<HackyAI>().FirstOrDefault(x => x.IsEnabled); }
void INotifyCreated.Created(Actor self)
{
ai = self.Owner.PlayerActor.TraitsImplementing<SquadManagerBotModule>().FirstOrDefault(Exts.IsTraitEnabled);
} }
void INotifyAddedToWorld.AddedToWorld(Actor self) void INotifyAddedToWorld.AddedToWorld(Actor self)

View File

@@ -15,7 +15,6 @@ using System.Drawing;
using OpenRA.Activities; using OpenRA.Activities;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.AI;
using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives; using OpenRA.Primitives;
using OpenRA.Traits; using OpenRA.Traits;
@@ -463,6 +462,24 @@ namespace OpenRA.Mods.Common.Traits
void UpdatedDefenseCenter(CPos newLocation); void UpdatedDefenseCenter(CPos newLocation);
} }
[RequireExplicitImplementation]
public interface IBotNotifyIdleBaseUnits
{
void UpdatedIdleBaseUnits(List<Actor> idleUnits);
}
[RequireExplicitImplementation]
public interface IBotRequestUnitProduction
{
void RequestUnitProduction(IBot bot, string requestedActor);
}
[RequireExplicitImplementation]
public interface IBotRequestPauseUnitProduction
{
bool PauseUnitProduction { get; }
}
[RequireExplicitImplementation] [RequireExplicitImplementation]
public interface IEditorActorOptions : ITraitInfoInterface public interface IEditorActorOptions : ITraitInfoInterface
{ {