Move some stuff from HackyAI to new AIUtils
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51
OpenRA.Mods.Common/AI/AIUtils.cs
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51
OpenRA.Mods.Common/AI/AIUtils.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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public enum BuildingType { Building, Defense, Refinery }
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public class CaptureTarget<TInfoType> where TInfoType : class, ITraitInfoInterface
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{
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internal readonly Actor Actor;
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internal readonly TInfoType Info;
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/// <summary>The order string given to the capturer so they can capture this actor.</summary>
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/// <example>ExternalCaptureActor</example>
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internal readonly string OrderString;
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internal CaptureTarget(Actor actor, string orderString)
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{
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Actor = actor;
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Info = actor.Info.TraitInfoOrDefault<TInfoType>();
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OrderString = orderString;
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}
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}
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public static class AIUtils
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{
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public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
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{
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var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
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// TODO: Properly check building foundation rather than 3x3 area.
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return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
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.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
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Util.AdjacentCells(world, Target.FromCell(world, c))
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.All(ac => terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
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.Any(availableCells => availableCells > 0);
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}
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}
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}
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.Common.AI
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if (waterState == Water.NotChecked)
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if (waterState == Water.NotChecked)
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{
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{
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if (ai.IsAreaAvailable<BaseProvider>(ai.Info.MaxBaseRadius, ai.Info.WaterTerrainTypes))
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if (AIUtils.IsAreaAvailable<BaseProvider>(ai.World, ai.Player, ai.Map, ai.Info.MaxBaseRadius, ai.Info.WaterTerrainTypes))
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waterState = Water.EnoughWater;
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waterState = Water.EnoughWater;
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else
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else
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{
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{
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@@ -259,7 +259,7 @@ namespace OpenRA.Mods.Common.AI
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// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
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// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
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if (waterState == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0
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if (waterState == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0
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&& playerResources.Resources > ai.Info.NewProductionCashThreshold
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&& playerResources.Resources > ai.Info.NewProductionCashThreshold
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&& ai.IsAreaAvailable<GivesBuildableArea>(ai.Info.CheckForWaterRadius, ai.Info.WaterTerrainTypes))
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&& AIUtils.IsAreaAvailable<GivesBuildableArea>(ai.World, ai.Player, ai.Map, ai.Info.CheckForWaterRadius, ai.Info.WaterTerrainTypes))
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{
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{
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var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings);
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var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings);
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if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
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if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
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@@ -313,7 +313,8 @@ namespace OpenRA.Mods.Common.AI
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// and any structure providing buildable area close enough to that water.
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// and any structure providing buildable area close enough to that water.
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// TODO: Extend this check to cover any naval structure, not just production.
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// TODO: Extend this check to cover any naval structure, not just production.
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if (ai.Info.BuildingCommonNames.NavalProduction.Contains(name)
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if (ai.Info.BuildingCommonNames.NavalProduction.Contains(name)
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&& (waterState == Water.NotEnoughWater || !ai.IsAreaAvailable<GivesBuildableArea>(ai.Info.CheckForWaterRadius, ai.Info.WaterTerrainTypes)))
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&& (waterState == Water.NotEnoughWater
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|| !AIUtils.IsAreaAvailable<GivesBuildableArea>(ai.World, ai.Player, ai.Map, ai.Info.CheckForWaterRadius, ai.Info.WaterTerrainTypes)))
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continue;
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continue;
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// Will this put us into low power?
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// Will this put us into low power?
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@@ -21,23 +21,6 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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namespace OpenRA.Mods.Common.AI
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{
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{
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class CaptureTarget<TInfoType> where TInfoType : class, ITraitInfoInterface
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{
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internal readonly Actor Actor;
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internal readonly TInfoType Info;
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/// <summary>The order string given to the capturer so they can capture this actor.</summary>
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/// <example>ExternalCaptureActor</example>
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internal readonly string OrderString;
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internal CaptureTarget(Actor actor, string orderString)
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{
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Actor = actor;
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Info = actor.Info.TraitInfoOrDefault<TInfoType>();
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OrderString = orderString;
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}
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}
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public sealed class HackyAIInfo : IBotInfo, ITraitInfo
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public sealed class HackyAIInfo : IBotInfo, ITraitInfo
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{
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{
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public class UnitCategories
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public class UnitCategories
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@@ -264,8 +247,6 @@ namespace OpenRA.Mods.Common.AI
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public object Create(ActorInitializer init) { return new HackyAI(this, init); }
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public object Create(ActorInitializer init) { return new HackyAI(this, init); }
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}
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}
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public enum BuildingType { Building, Defense, Refinery }
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public sealed class HackyAI : ITick, IBot, INotifyDamage
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public sealed class HackyAI : ITick, IBot, INotifyDamage
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{
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{
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public MersenneTwister Random { get; private set; }
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public MersenneTwister Random { get; private set; }
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@@ -390,18 +371,6 @@ namespace OpenRA.Mods.Common.AI
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resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
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resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
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}
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}
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public bool IsAreaAvailable<T>(int radius, HashSet<string> terrainTypes)
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{
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var cells = World.ActorsHavingTrait<T>().Where(a => a.Owner == Player);
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// TODO: Properly check building foundation rather than 3x3 area.
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return cells.Select(a => Map.FindTilesInCircle(a.Location, radius)
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.Count(c => Map.Contains(c) && terrainTypes.Contains(Map.GetTerrainInfo(c).Type) &&
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Util.AdjacentCells(World, Target.FromCell(World, c))
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.All(ac => terrainTypes.Contains(Map.GetTerrainInfo(ac).Type))))
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.Any(availableCells => availableCells > 0);
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}
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public void QueueOrder(Order order)
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public void QueueOrder(Order order)
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{
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{
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orders.Enqueue(order);
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orders.Enqueue(order);
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@@ -122,6 +122,7 @@
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="AI\AIUtils.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\HackyAI.cs" />
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<Compile Include="AI\HackyAI.cs" />
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