Fix bot module plumbing

Fixes the issues pointed out after the original harvester module was merged.
Also merges the update rules as discussed on IRC.
This commit is contained in:
reaperrr
2018-11-18 14:58:03 +01:00
committed by Paul Chote
parent 22bece2dc9
commit 67cba65800
14 changed files with 44 additions and 157 deletions

View File

@@ -19,7 +19,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo, Requires<BotOrderManagerInfo>
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public class UnitCategories
{
@@ -71,6 +71,9 @@ 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;
@@ -258,10 +261,12 @@ namespace OpenRA.Mods.Common.AI
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;
BotOrderManager botOrderManager;
IBotTick[] tickModules;
CPos initialBaseCenter;
PowerManager playerPower;
@@ -317,7 +322,7 @@ namespace OpenRA.Mods.Common.AI
IsEnabled = true;
playerPower = p.PlayerActor.TraitOrDefault<PowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
botOrderManager = p.PlayerActor.Trait<BotOrderManager>();
tickModules = p.PlayerActor.TraitsImplementing<IBotTick>().ToArray();
supportPowerManager = new AISupportPowerManager(this, p);
@@ -344,10 +349,15 @@ namespace OpenRA.Mods.Common.AI
resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
}
// DEPRECATED: Bot modules should queue orders directly.
void IBot.QueueOrder(Order order)
{
orders.Enqueue(order);
}
// DEPRECATED: Modules should use IBot.QueueOrder instead
public void QueueOrder(Order order)
{
botOrderManager.QueueOrder(order);
orders.Enqueue(order);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
@@ -535,6 +545,18 @@ namespace OpenRA.Mods.Common.AI
foreach (var b in builders)
b.Tick();
// TODO: Add an option to include this in CheckSyncAroundUnsyncedCode.
// 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("tick_bots"))
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)