@@ -9,95 +9,215 @@
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.AI
|
||||
{
|
||||
class BaseBuilder
|
||||
{
|
||||
enum BuildState { ChooseItem, WaitForProduction, WaitForFeedback }
|
||||
readonly string category;
|
||||
|
||||
BuildState state = BuildState.WaitForFeedback;
|
||||
string category;
|
||||
HackyAI ai;
|
||||
int lastThinkTick;
|
||||
Func<ProductionQueue, ActorInfo> chooseItem;
|
||||
readonly HackyAI ai;
|
||||
readonly World world;
|
||||
readonly Player player;
|
||||
readonly PowerManager playerPower;
|
||||
readonly PlayerResources playerResources;
|
||||
|
||||
public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
|
||||
int waitTicks;
|
||||
Actor[] playerBuildings;
|
||||
|
||||
public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
|
||||
{
|
||||
this.ai = ai;
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||||
world = p.World;
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||||
player = p;
|
||||
playerPower = pm;
|
||||
playerResources = pr;
|
||||
this.category = category;
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||||
this.chooseItem = chooseItem;
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||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
// Pick a free queue
|
||||
var queue = ai.FindQueues(category).FirstOrDefault();
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||||
if (queue == null)
|
||||
// Only update once per second or so
|
||||
if (--waitTicks > 0)
|
||||
return;
|
||||
|
||||
playerBuildings = world.ActorsWithTrait<Building>()
|
||||
.Where(a => a.Actor.Owner == player)
|
||||
.Select(a => a.Actor)
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||||
.ToArray();
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||||
|
||||
var active = false;
|
||||
foreach (var queue in ai.FindQueues(category))
|
||||
if (TickQueue(queue))
|
||||
active = true;
|
||||
|
||||
waitTicks = active ? ai.Info.StructureProductionActiveDelay : ai.Info.StructureProductionInactiveDelay;
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||||
}
|
||||
|
||||
bool TickQueue(ProductionQueue queue)
|
||||
{
|
||||
var currentBuilding = queue.CurrentItem();
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||||
switch (state)
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||||
|
||||
// Waiting to build something
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||||
if (currentBuilding == null)
|
||||
{
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||||
case BuildState.ChooseItem:
|
||||
var item = chooseItem(queue);
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||||
var item = ChooseBuildingToBuild(queue);
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||||
if (item == null)
|
||||
return false;
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||||
|
||||
HackyAI.BotDebug("AI: {0} is starting production of {1}".F(player, item.Name));
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||||
world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
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||||
}
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||||
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||||
// Production is complete
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||||
else if (currentBuilding.Done)
|
||||
{
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||||
// Choose the placement logic
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||||
// HACK: HACK HACK HACK
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||||
var type = BuildingType.Building;
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||||
if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
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||||
type = BuildingType.Defense;
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||||
else if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
|
||||
type = BuildingType.Refinery;
|
||||
|
||||
var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
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||||
if (location == null)
|
||||
{
|
||||
state = BuildState.WaitForFeedback;
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||||
lastThinkTick = ai.ticks;
|
||||
HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
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||||
world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
HackyAI.BotDebug("AI: Starting production of {0}".F(item.Name));
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||||
state = BuildState.WaitForProduction;
|
||||
ai.world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
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||||
}
|
||||
break;
|
||||
|
||||
case BuildState.WaitForProduction:
|
||||
if (currentBuilding == null)
|
||||
return;
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||||
|
||||
if (currentBuilding.Paused)
|
||||
ai.world.IssueOrder(Order.PauseProduction(queue.Actor, currentBuilding.Item, false));
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||||
else if (currentBuilding.Done)
|
||||
{
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||||
state = BuildState.WaitForFeedback;
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||||
lastThinkTick = ai.ticks;
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||||
|
||||
// Place the building
|
||||
var type = BuildingType.Building;
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||||
if (ai.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
|
||||
type = BuildingType.Defense;
|
||||
else if (ai.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
|
||||
type = BuildingType.Refinery;
|
||||
|
||||
var location = ai.ChooseBuildLocation(currentBuilding.Item, type);
|
||||
if (location == null)
|
||||
world.IssueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
|
||||
{
|
||||
HackyAI.BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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||||
ai.world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor, false)
|
||||
{
|
||||
TargetLocation = location.Value,
|
||||
TargetString = currentBuilding.Item,
|
||||
TargetActor = queue.Actor,
|
||||
SuppressVisualFeedback = true
|
||||
});
|
||||
}
|
||||
TargetLocation = location.Value,
|
||||
TargetString = currentBuilding.Item,
|
||||
TargetActor = queue.Actor,
|
||||
SuppressVisualFeedback = true
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case BuildState.WaitForFeedback:
|
||||
if (ai.ticks - lastThinkTick > HackyAI.feedbackTime)
|
||||
state = BuildState.ChooseItem;
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
ActorInfo GetProducibleBuilding(string commonName, IEnumerable<ActorInfo> buildables, Func<ActorInfo, int> orderBy = null)
|
||||
{
|
||||
string[] actors;
|
||||
if (!ai.Info.BuildingCommonNames.TryGetValue(commonName, out actors))
|
||||
throw new InvalidOperationException("Can't find {0} in the HackyAI BuildingCommonNames definition.".F(commonName));
|
||||
|
||||
var available = buildables.Where(actor =>
|
||||
{
|
||||
// Are we able to build this?
|
||||
if (!actors.Contains(actor.Name))
|
||||
return false;
|
||||
|
||||
if (!ai.Info.BuildingLimits.ContainsKey(actor.Name))
|
||||
return true;
|
||||
|
||||
return playerBuildings.Count(a => a.Info.Name == actor.Name) <= ai.Info.BuildingLimits[actor.Name];
|
||||
});
|
||||
|
||||
if (orderBy != null)
|
||||
return available.MaxByOrDefault(orderBy);
|
||||
|
||||
return available.RandomOrDefault(ai.random);
|
||||
}
|
||||
|
||||
ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
|
||||
{
|
||||
var buildableThings = queue.BuildableItems();
|
||||
|
||||
// First priority is to get out of a low power situation
|
||||
if (playerPower.ExcessPower < 0)
|
||||
{
|
||||
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<BuildingInfo>().Power);
|
||||
if (power != null && power.Traits.Get<BuildingInfo>().Power > 0)
|
||||
{
|
||||
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
|
||||
return power;
|
||||
}
|
||||
}
|
||||
|
||||
// Next is to build up a strong economy
|
||||
if (!ai.HasAdequateProc() || !ai.HasMinimumProc())
|
||||
{
|
||||
var refinery = GetProducibleBuilding("Refinery", buildableThings);
|
||||
if (refinery != null)
|
||||
{
|
||||
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
|
||||
return refinery;
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure that we can can spend as fast as we are earning
|
||||
if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold)
|
||||
{
|
||||
var production = GetProducibleBuilding("Production", buildableThings);
|
||||
if (production != null)
|
||||
{
|
||||
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
|
||||
return production;
|
||||
}
|
||||
}
|
||||
|
||||
// Create some head room for resource storage if we really need it
|
||||
if (playerResources.AlertSilo)
|
||||
{
|
||||
var silo = GetProducibleBuilding("Silo", buildableThings);
|
||||
if (silo != null)
|
||||
{
|
||||
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
|
||||
return silo;
|
||||
}
|
||||
}
|
||||
|
||||
// Build everything else
|
||||
foreach (var frac in ai.Info.BuildingFractions.Shuffle(ai.random))
|
||||
{
|
||||
var name = frac.Key;
|
||||
|
||||
// Can we build this structure?
|
||||
if (!buildableThings.Any(b => b.Name == name))
|
||||
continue;
|
||||
|
||||
// Do we want to build this structure?
|
||||
var count = playerBuildings.Count(a => a.Info.Name == name);
|
||||
if (count > frac.Value * playerBuildings.Length)
|
||||
continue;
|
||||
|
||||
if (ai.Info.BuildingLimits.ContainsKey(name) && ai.Info.BuildingLimits[name] <= count)
|
||||
continue;
|
||||
|
||||
// Will this put us into low power?
|
||||
var actor = world.Map.Rules.Actors[frac.Key];
|
||||
var bi = actor.Traits.Get<BuildingInfo>();
|
||||
if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < bi.Power)
|
||||
{
|
||||
// Try building a power plant instead
|
||||
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<BuildingInfo>().Power);
|
||||
if (power != null && power.Traits.Get<BuildingInfo>().Power > 0)
|
||||
{
|
||||
HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
|
||||
return power;
|
||||
}
|
||||
}
|
||||
|
||||
// Lets build this
|
||||
HackyAI.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}", queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count);
|
||||
return actor;
|
||||
}
|
||||
|
||||
// Too spammy to keep enabled all the time, but very useful when debugging specific issues.
|
||||
// HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,19 +33,36 @@ namespace OpenRA.Mods.RA.AI
|
||||
public readonly int RushInterval = 600;
|
||||
public readonly int AttackForceInterval = 30;
|
||||
|
||||
[Desc("By what factor should power output exceed power consumption.")]
|
||||
public readonly float ExcessPowerFactor = 1.2f;
|
||||
[Desc("By what minimum amount should power output exceed power consumption.")]
|
||||
public readonly int MinimumExcessPower = 50;
|
||||
[Desc("How long to wait (in ticks) between structure production checks when there is no active production.")]
|
||||
public readonly int StructureProductionInactiveDelay = 125;
|
||||
|
||||
[Desc("How long to wait (in ticks) between structure production checks ticks when actively building things.")]
|
||||
public readonly int StructureProductionActiveDelay = 10;
|
||||
|
||||
[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
|
||||
public readonly int MinimumDefenseRadius = 5;
|
||||
|
||||
[Desc("Maximum range at which to build defensive structures near a combat hotspot.")]
|
||||
public readonly int MaximumDefenseRadius = 20;
|
||||
|
||||
[Desc("Try to build another production building if there is too much cash.")]
|
||||
public readonly int NewProductionCashThreshold = 5000;
|
||||
|
||||
[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("Radius in cells around a factory scanned for rally points by the AI.")]
|
||||
public readonly int RallyPointScanRadius = 8;
|
||||
|
||||
[Desc("Radius in cells around the center of the base to expand.")]
|
||||
public readonly int MaxBaseRadius = 20;
|
||||
|
||||
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
|
||||
public readonly bool ShouldRepairBuildings = true;
|
||||
|
||||
@@ -91,15 +108,16 @@ namespace OpenRA.Mods.RA.AI
|
||||
|
||||
public sealed class HackyAI : ITick, IBot, INotifyDamage
|
||||
{
|
||||
bool enabled;
|
||||
public int ticks;
|
||||
public Player p;
|
||||
public MersenneTwister random;
|
||||
public CPos baseCenter;
|
||||
public MersenneTwister random { get; private set; }
|
||||
public readonly HackyAIInfo Info;
|
||||
public CPos baseCenter { get; private set; }
|
||||
public Player p { get; private set; }
|
||||
|
||||
PowerManager playerPower;
|
||||
SupportPowerManager supportPowerMngr;
|
||||
PlayerResources playerResource;
|
||||
internal readonly HackyAIInfo Info;
|
||||
bool enabled;
|
||||
int ticks;
|
||||
|
||||
HashSet<int> resourceTypeIndices;
|
||||
|
||||
@@ -114,7 +132,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
// 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>();
|
||||
|
||||
const int MaxBaseDistance = 40;
|
||||
public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
|
||||
|
||||
public readonly World world;
|
||||
@@ -143,9 +160,9 @@ namespace OpenRA.Mods.RA.AI
|
||||
playerResource = p.PlayerActor.Trait<PlayerResources>();
|
||||
|
||||
foreach (var building in Info.BuildingQueues)
|
||||
builders.Add(new BaseBuilder(this, building, q => ChooseBuildingToBuild(q, false)));
|
||||
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
|
||||
foreach (var defense in Info.DefenseQueues)
|
||||
builders.Add(new BaseBuilder(this, defense, q => ChooseBuildingToBuild(q, true)));
|
||||
builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
|
||||
|
||||
random = new MersenneTwister((int)p.PlayerActor.ActorID);
|
||||
|
||||
@@ -155,12 +172,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));
|
||||
}
|
||||
|
||||
static int GetPowerProvidedBy(ActorInfo building)
|
||||
{
|
||||
var bi = building.Traits.GetOrDefault<BuildingInfo>();
|
||||
return bi != null ? bi.Power : 0;
|
||||
}
|
||||
|
||||
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
|
||||
{
|
||||
var buildableThings = queue.BuildableItems();
|
||||
@@ -182,7 +193,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
.Where(a => a.Actor.Owner == p)
|
||||
.Select(a => a.Actor.Info.Name).ToArray();
|
||||
|
||||
foreach (var unit in Info.UnitsToBuild)
|
||||
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.Length)
|
||||
if (HasAdequateAirUnits(Map.Rules.Actors[unit.Key]))
|
||||
@@ -212,7 +223,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
|
||||
}
|
||||
|
||||
ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
|
||||
public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
|
||||
{
|
||||
if (commonName == "ConstructionYard")
|
||||
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
|
||||
@@ -220,12 +231,12 @@ namespace OpenRA.Mods.RA.AI
|
||||
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
|
||||
}
|
||||
|
||||
ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
|
||||
public ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
|
||||
{
|
||||
return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
|
||||
}
|
||||
|
||||
ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
|
||||
public ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
|
||||
{
|
||||
if (!names.Any() || !names.ContainsKey(commonName))
|
||||
throw new InvalidOperationException("Can't find {0} in the HackyAI UnitsCommonNames definition.".F(commonName));
|
||||
@@ -233,28 +244,21 @@ namespace OpenRA.Mods.RA.AI
|
||||
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(random).Value;
|
||||
}
|
||||
|
||||
bool HasAdequatePower()
|
||||
{
|
||||
// note: CNC `fact` provides a small amount of power. don't get jammed because of that.
|
||||
return playerPower.PowerProvided > Info.MinimumExcessPower &&
|
||||
playerPower.PowerProvided > playerPower.PowerDrained * Info.ExcessPowerFactor;
|
||||
}
|
||||
|
||||
bool HasAdequateFact()
|
||||
public bool HasAdequateFact()
|
||||
{
|
||||
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
|
||||
return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
|
||||
CountBuildingByCommonName("VehiclesFactory", p) == 0;
|
||||
}
|
||||
|
||||
bool HasAdequateProc()
|
||||
public bool HasAdequateProc()
|
||||
{
|
||||
// Require at least one refinery, unless we have no power (can't build it).
|
||||
return CountBuildingByCommonName("Refinery", p) > 0 ||
|
||||
CountBuildingByCommonName("Power", p) == 0;
|
||||
}
|
||||
|
||||
bool HasMinimumProc()
|
||||
public bool HasMinimumProc()
|
||||
{
|
||||
// Require at least two refineries, unless we have no power (can't build it)
|
||||
// or barracks (higher priority?)
|
||||
@@ -263,14 +267,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
CountBuildingByCommonName("Barracks", p) == 0;
|
||||
}
|
||||
|
||||
bool HasAdequateNumber(string frac, Player owner)
|
||||
{
|
||||
if (Info.BuildingLimits.ContainsKey(frac))
|
||||
return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// For mods like RA (number of building must match the number of aircraft)
|
||||
bool HasAdequateAirUnits(ActorInfo actorInfo)
|
||||
{
|
||||
@@ -286,108 +282,68 @@ namespace OpenRA.Mods.RA.AI
|
||||
return true;
|
||||
}
|
||||
|
||||
ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool isDefense)
|
||||
{
|
||||
var buildableThings = queue.BuildableItems();
|
||||
|
||||
if (!isDefense)
|
||||
{
|
||||
// Try to maintain 20% excess power
|
||||
if (!HasAdequatePower())
|
||||
return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
|
||||
.MaxByOrDefault(a => GetPowerProvidedBy(a));
|
||||
|
||||
if (playerResource.AlertSilo)
|
||||
return GetBuildingInfoByCommonName("Silo", p);
|
||||
|
||||
if (!HasAdequateProc() || !HasMinimumProc())
|
||||
return GetBuildingInfoByCommonName("Refinery", p);
|
||||
}
|
||||
|
||||
var myBuildings = p.World
|
||||
.ActorsWithTrait<Building>()
|
||||
.Where(a => a.Actor.Owner == p)
|
||||
.Select(a => a.Actor.Info.Name)
|
||||
.ToArray();
|
||||
|
||||
foreach (var frac in Info.BuildingFractions)
|
||||
if (buildableThings.Any(b => b.Name == frac.Key))
|
||||
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length && HasAdequateNumber(frac.Key, p) &&
|
||||
playerPower.ExcessPower >= Map.Rules.Actors[frac.Key].Traits.Get<BuildingInfo>().Power)
|
||||
return Map.Rules.Actors[frac.Key];
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
bool NoBuildingsUnder(IEnumerable<CPos> cells)
|
||||
{
|
||||
var bi = world.WorldActor.Trait<BuildingInfluence>();
|
||||
return cells.All(c => bi.GetBuildingAt(c) == null);
|
||||
}
|
||||
|
||||
CPos defenseCenter;
|
||||
public CPos? ChooseBuildLocation(string actorType, BuildingType type)
|
||||
{
|
||||
return ChooseBuildLocation(actorType, true, MaxBaseDistance, type);
|
||||
}
|
||||
|
||||
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
|
||||
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
|
||||
{
|
||||
var bi = Map.Rules.Actors[actorType].Traits.GetOrDefault<BuildingInfo>();
|
||||
if (bi == null)
|
||||
return null;
|
||||
|
||||
Func<WPos, CPos, CPos?> findPos = (pos, center) =>
|
||||
// Find the buildable cell that is closest to pos and centered around center
|
||||
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
|
||||
{
|
||||
for (var k = MaxBaseDistance; k >= 0; k--)
|
||||
{
|
||||
var tlist = Map.FindTilesInCircle(center, k);
|
||||
var cells = Map.FindTilesInAnnulus(center, minRange, maxRange);
|
||||
|
||||
foreach (var t in tlist)
|
||||
if (world.CanPlaceBuilding(actorType, bi, t, null))
|
||||
if (bi.IsCloseEnoughToBase(world, p, actorType, t))
|
||||
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(Map.Rules, actorType, bi, t), false)))
|
||||
return t;
|
||||
// Sort by distance to target if we have one
|
||||
if (center != target)
|
||||
cells = cells.OrderBy(c => (center - target).LengthSquared);
|
||||
else
|
||||
cells = cells.Shuffle(random);
|
||||
|
||||
foreach (var cell in cells)
|
||||
{
|
||||
if (!world.CanPlaceBuilding(actorType, bi, cell, null))
|
||||
continue;
|
||||
|
||||
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, cell))
|
||||
continue;
|
||||
|
||||
return cell;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
var baseCenterPos = world.Map.CenterOfCell(baseCenter);
|
||||
switch (type)
|
||||
{
|
||||
case BuildingType.Defense:
|
||||
var enemyBase = FindEnemyBuildingClosestToPos(baseCenterPos);
|
||||
return enemyBase != null ? findPos(enemyBase.CenterPosition, defenseCenter) : null;
|
||||
|
||||
// Build near the closest enemy structure
|
||||
var closestEnemy = world.Actors.Where(a => !a.Destroyed && a.HasTrait<Building>() && p.Stances[a.Owner] == Stance.Enemy)
|
||||
.ClosestTo(world.Map.CenterOfCell(defenseCenter));
|
||||
|
||||
var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
|
||||
return findPos(defenseCenter, targetCell, Info.MinimumDefenseRadius, Info.MaximumDefenseRadius);
|
||||
|
||||
case BuildingType.Refinery:
|
||||
var tilesPos = Map.FindTilesInCircle(baseCenter, MaxBaseDistance)
|
||||
.Where(a => resourceTypeIndices.Contains(Map.GetTerrainIndex(new CPos(a.X, a.Y))));
|
||||
if (tilesPos.Any())
|
||||
{
|
||||
var pos = tilesPos.MinBy(a => (world.Map.CenterOfCell(a) - baseCenterPos).LengthSquared);
|
||||
return findPos(world.Map.CenterOfCell(pos), baseCenter);
|
||||
}
|
||||
return null;
|
||||
|
||||
// Try and place the refinery near a resource field
|
||||
var nearbyResources = Map.FindTilesInCircle(baseCenter, Info.MaxBaseRadius)
|
||||
.Where(a => resourceTypeIndices.Contains(Map.GetTerrainIndex(a)))
|
||||
.Shuffle(random);
|
||||
|
||||
foreach (var c in nearbyResources)
|
||||
{
|
||||
var found = findPos(c, baseCenter, 0, Info.MaxBaseRadius);
|
||||
if (found != null)
|
||||
return found;
|
||||
}
|
||||
|
||||
// Try and find a free spot somewhere else in the base
|
||||
return findPos(baseCenter, baseCenter, 0, Info.MaxBaseRadius);
|
||||
|
||||
case BuildingType.Building:
|
||||
for (var k = 0; k < maxBaseDistance; k++)
|
||||
{
|
||||
foreach (var t in Map.FindTilesInCircle(baseCenter, k))
|
||||
{
|
||||
if (world.CanPlaceBuilding(actorType, bi, t, null))
|
||||
{
|
||||
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
|
||||
continue;
|
||||
|
||||
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(Map.Rules, actorType, bi, t), false)))
|
||||
return t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
return findPos(baseCenter, baseCenter, 0, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.MaxTilesInCircleRange);
|
||||
}
|
||||
|
||||
// Can't find a build location
|
||||
@@ -481,14 +437,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
|
||||
}
|
||||
|
||||
Actor FindEnemyBuildingClosestToPos(WPos pos)
|
||||
{
|
||||
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
|
||||
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
|
||||
|
||||
return closestBuilding;
|
||||
}
|
||||
|
||||
void CleanSquads()
|
||||
{
|
||||
squads.RemoveAll(s => !s.IsValid);
|
||||
@@ -579,7 +527,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
|
||||
foreach (var a in newUnits)
|
||||
{
|
||||
BotDebug("AI: Found a newly built unit");
|
||||
if (a.HasTrait<Harvester>())
|
||||
world.IssueOrder(new Order("Harvest", a, false));
|
||||
else
|
||||
@@ -676,10 +623,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
.Where(rp => rp.Actor.Owner == p &&
|
||||
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.Traits.GetOrDefault<BuildingInfo>())).ToArray();
|
||||
|
||||
if (buildings.Length > 0)
|
||||
BotDebug("Bot {0} needs to find rallypoints for {1} buildings.",
|
||||
p.PlayerName, buildings.Length);
|
||||
|
||||
foreach (var a in buildings)
|
||||
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), SuppressVisualFeedback = true });
|
||||
}
|
||||
@@ -723,8 +666,6 @@ namespace OpenRA.Mods.RA.AI
|
||||
// backup location within the main base.
|
||||
void FindAndDeployBackupMcv(Actor self)
|
||||
{
|
||||
var maxBaseDistance = Math.Max(world.Map.MapSize.X, world.Map.MapSize.Y);
|
||||
|
||||
// HACK: This needs to query against MCVs directly
|
||||
var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
|
||||
if (!mcvs.Any())
|
||||
@@ -736,7 +677,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
continue;
|
||||
|
||||
var factType = mcv.Info.Traits.Get<TransformsInfo>().IntoActor;
|
||||
var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
|
||||
var desiredLocation = ChooseBuildLocation(factType, false, BuildingType.Building);
|
||||
if (desiredLocation == null)
|
||||
continue;
|
||||
|
||||
|
||||
@@ -156,6 +156,7 @@ LobbyDefaults:
|
||||
FragileAlliances: false
|
||||
Shroud: true
|
||||
Fog: true
|
||||
TechLevel: Unrestricted
|
||||
|
||||
ChromeMetrics:
|
||||
mods/cnc/metrics.yaml
|
||||
|
||||
@@ -7,6 +7,7 @@ Player:
|
||||
Power: nuke,nuk2
|
||||
Barracks: pyle,hand
|
||||
VehiclesFactory: weap,afld
|
||||
Production: pyle,hand,weap,afld,hpad
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -15,11 +16,11 @@ Player:
|
||||
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
|
||||
BuildingLimits:
|
||||
proc: 4
|
||||
pyle: 2
|
||||
hand: 2
|
||||
pyle: 3
|
||||
hand: 3
|
||||
hq: 1
|
||||
weap: 2
|
||||
afld: 2
|
||||
weap: 3
|
||||
afld: 3
|
||||
hpad: 0
|
||||
eye: 1
|
||||
tmpl: 1
|
||||
@@ -72,6 +73,7 @@ Player:
|
||||
Power: nuke,nuk2
|
||||
Barracks: pyle,hand
|
||||
VehiclesFactory: weap,afld
|
||||
Production: pyle,hand,weap,afld,hpad
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -80,12 +82,12 @@ Player:
|
||||
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
|
||||
BuildingLimits:
|
||||
proc: 4
|
||||
pyle: 2
|
||||
hand: 2
|
||||
pyle: 3
|
||||
hand: 3
|
||||
hq: 1
|
||||
weap: 2
|
||||
afld: 2
|
||||
hpad: 1
|
||||
weap: 3
|
||||
afld: 3
|
||||
hpad: 2
|
||||
eye: 1
|
||||
tmpl: 1
|
||||
fix: 0
|
||||
@@ -137,6 +139,7 @@ Player:
|
||||
Power: nuke,nuk2
|
||||
Barracks: pyle,hand
|
||||
VehiclesFactory: weap,afld
|
||||
Production: pyle,hand,weap,afld,hpad
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -145,12 +148,12 @@ Player:
|
||||
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
|
||||
BuildingLimits:
|
||||
proc: 4
|
||||
pyle: 2
|
||||
pyle: 4
|
||||
hand: 4
|
||||
hq: 1
|
||||
weap: 3
|
||||
afld: 2
|
||||
hpad: 1
|
||||
weap: 4
|
||||
afld: 4
|
||||
hpad: 2
|
||||
eye: 1
|
||||
tmpl: 1
|
||||
fix: 0
|
||||
|
||||
@@ -52,7 +52,7 @@ HELI:
|
||||
Description: Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks
|
||||
Buildable:
|
||||
BuildPaletteOrder: 20
|
||||
Prerequisites: hpad, anyhq
|
||||
Prerequisites: hpad, anyhq, ~techlevel.medium
|
||||
Queue: Aircraft.Nod
|
||||
Selectable:
|
||||
Bounds: 30,24
|
||||
@@ -104,7 +104,7 @@ ORCA:
|
||||
Description: Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
|
||||
Buildable:
|
||||
BuildPaletteOrder: 20
|
||||
Prerequisites: hpad, anyhq
|
||||
Prerequisites: hpad, anyhq, ~techlevel.medium
|
||||
Queue: Aircraft.GDI
|
||||
Selectable:
|
||||
Bounds: 30,24
|
||||
|
||||
@@ -30,7 +30,7 @@ E2:
|
||||
Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets
|
||||
Buildable:
|
||||
BuildPaletteOrder: 40
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Infantry.GDI
|
||||
Selectable:
|
||||
Bounds: 12,17,0,-6
|
||||
@@ -87,7 +87,7 @@ E4:
|
||||
Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks
|
||||
Buildable:
|
||||
BuildPaletteOrder: 40
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Infantry.Nod
|
||||
Selectable:
|
||||
Bounds: 12,17,0,-6
|
||||
@@ -117,7 +117,7 @@ E5:
|
||||
Description: Advanced general-purpose infantry.\n Strong vs all Ground units
|
||||
Buildable:
|
||||
BuildPaletteOrder: 50
|
||||
Prerequisites: tmpl
|
||||
Prerequisites: tmpl, ~techlevel.high
|
||||
Queue: Infantry.Nod
|
||||
Selectable:
|
||||
Bounds: 12,17,0,-6
|
||||
@@ -181,7 +181,7 @@ RMBO:
|
||||
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
|
||||
Buildable:
|
||||
BuildPaletteOrder: 50
|
||||
Prerequisites: eye
|
||||
Prerequisites: eye, ~techlevel.high
|
||||
Queue: Infantry.GDI
|
||||
Selectable:
|
||||
Bounds: 12,17,0,-6
|
||||
|
||||
@@ -17,4 +17,15 @@ Player:
|
||||
PlayerStatistics:
|
||||
FrozenActorLayer:
|
||||
PlaceBeacon:
|
||||
|
||||
ProvidesTechPrerequisite@low:
|
||||
Name: Low
|
||||
Prerequisites: techlevel.low
|
||||
ProvidesTechPrerequisite@medium:
|
||||
Name: Medium
|
||||
Prerequisites: techlevel.low, techlevel.medium
|
||||
ProvidesTechPrerequisite@nosuper:
|
||||
Name: No Powers
|
||||
Prerequisites: techlevel.low, techlevel.medium, techlevel.high
|
||||
ProvidesTechPrerequisite@all:
|
||||
Name: Unrestricted
|
||||
Prerequisites: techlevel.low, techlevel.medium, techlevel.high, techlevel.superweapons
|
||||
@@ -110,7 +110,7 @@ NUK2:
|
||||
Prerequisite: anypower
|
||||
Buildable:
|
||||
BuildPaletteOrder: 30
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Building.GDI, Building.Nod
|
||||
Building:
|
||||
Power: 200
|
||||
@@ -402,7 +402,7 @@ HQ:
|
||||
Prerequisite: anyhq
|
||||
Buildable:
|
||||
BuildPaletteOrder: 70
|
||||
Prerequisites: proc
|
||||
Prerequisites: proc, ~techlevel.medium
|
||||
Queue: Building.GDI, Building.Nod
|
||||
Building:
|
||||
Power: -40
|
||||
@@ -423,6 +423,7 @@ HQ:
|
||||
DetectCloaked:
|
||||
Range: 5
|
||||
AirstrikePower:
|
||||
Prerequisites: ~techlevel.superweapons
|
||||
Icon: airstrike
|
||||
ChargeTime: 180
|
||||
SquadSize: 3
|
||||
@@ -477,7 +478,7 @@ EYE:
|
||||
Prerequisite: anyhq
|
||||
Buildable:
|
||||
BuildPaletteOrder: 100
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.high
|
||||
Queue: Building.GDI
|
||||
Building:
|
||||
Power: -200
|
||||
@@ -498,6 +499,7 @@ EYE:
|
||||
DetectCloaked:
|
||||
Range: 5
|
||||
IonCannonPower:
|
||||
Prerequisites: ~techlevel.superweapons
|
||||
Icon: ioncannon
|
||||
ChargeTime: 180
|
||||
Description: Ion Cannon
|
||||
@@ -522,7 +524,7 @@ TMPL:
|
||||
Prerequisite: anyhq
|
||||
Buildable:
|
||||
BuildPaletteOrder: 100
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.high
|
||||
Queue: Building.Nod
|
||||
Building:
|
||||
Power: -150
|
||||
@@ -537,6 +539,7 @@ TMPL:
|
||||
Range: 6c0
|
||||
Bib:
|
||||
NukePower:
|
||||
Prerequisites: ~techlevel.superweapons
|
||||
Icon: abomb
|
||||
ChargeTime: 300
|
||||
Description: Nuclear Strike
|
||||
@@ -646,7 +649,7 @@ OBLI:
|
||||
Description: Advanced base defense. \nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
|
||||
Buildable:
|
||||
BuildPaletteOrder: 60
|
||||
Prerequisites: tmpl
|
||||
Prerequisites: tmpl, ~techlevel.high
|
||||
Queue: Defence.Nod
|
||||
Building:
|
||||
Power: -150
|
||||
@@ -729,7 +732,7 @@ ATWR:
|
||||
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
|
||||
Buildable:
|
||||
BuildPaletteOrder: 60
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Defence.GDI
|
||||
Building:
|
||||
Power: -40
|
||||
|
||||
@@ -7,7 +7,7 @@ MCV:
|
||||
Description: Deploys into another Construction Yard.\n Unarmed
|
||||
Buildable:
|
||||
BuildPaletteOrder: 100
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.GDI, Vehicle.Nod
|
||||
Selectable:
|
||||
Priority: 3
|
||||
@@ -130,7 +130,7 @@ ARTY:
|
||||
Description: Long-range artillery.\n Strong vs Infantry, Vehicles & Buildings
|
||||
Buildable:
|
||||
BuildPaletteOrder: 60
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.Nod
|
||||
Mobile:
|
||||
ROT: 2
|
||||
@@ -166,7 +166,7 @@ FTNK:
|
||||
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings & Vehicles\n Weak vs Tanks
|
||||
Buildable:
|
||||
BuildPaletteOrder: 50
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.Nod
|
||||
Mobile:
|
||||
ROT: 7
|
||||
@@ -309,7 +309,7 @@ LTNK:
|
||||
Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
|
||||
Buildable:
|
||||
BuildPaletteOrder: 40
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.Nod
|
||||
Mobile:
|
||||
ROT: 7
|
||||
@@ -348,7 +348,7 @@ MTNK:
|
||||
Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry
|
||||
Buildable:
|
||||
BuildPaletteOrder: 40
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.GDI
|
||||
Mobile:
|
||||
Speed: 85
|
||||
@@ -388,7 +388,7 @@ HTNK:
|
||||
Description: Heavily armored GDI Tank. \nCan attack Aircraft.\n Strong vs Everything
|
||||
Buildable:
|
||||
BuildPaletteOrder: 60
|
||||
Prerequisites: eye
|
||||
Prerequisites: eye, ~techlevel.high
|
||||
Queue: Vehicle.GDI
|
||||
Mobile:
|
||||
Crushes: wall, heavywall, crate, infantry
|
||||
@@ -441,7 +441,7 @@ MSAM:
|
||||
Description: Long range rocket artillery.\n Strong vs all Ground units.
|
||||
Buildable:
|
||||
BuildPaletteOrder: 50
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.GDI
|
||||
Mobile:
|
||||
Speed: 85
|
||||
@@ -478,7 +478,7 @@ MLRS:
|
||||
Description: Powerful anti-air unit. \nCannot attack Ground units.
|
||||
Buildable:
|
||||
BuildPaletteOrder: 70
|
||||
Prerequisites: anyhq
|
||||
Prerequisites: anyhq, ~techlevel.medium
|
||||
Queue: Vehicle.Nod
|
||||
Mobile:
|
||||
Speed: 99
|
||||
@@ -518,7 +518,7 @@ STNK:
|
||||
Description: Long-range missile tank that can cloak. \nCan attack Aircraft. \nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks\n Weak vs Infantry.
|
||||
Buildable:
|
||||
BuildPaletteOrder: 90
|
||||
Prerequisites: tmpl
|
||||
Prerequisites: tmpl, ~techlevel.high
|
||||
Queue: Vehicle.Nod
|
||||
Mobile:
|
||||
ROT: 10
|
||||
|
||||
@@ -6,7 +6,9 @@ Player:
|
||||
ConstructionYard: conyarda,conyardh,conyardo
|
||||
Refinery: refa,refh,refo
|
||||
Power: pwra,pwrh,pwro
|
||||
Barracks: barra,barrh,barro
|
||||
VehiclesFactory: lighta,lighth,lighto,heavya,heavyh,heavyo
|
||||
Production: lighta,lighth,lighto,heavya,heavyh,heavyo,barra,barrh,barro
|
||||
Silo: siloa, siloh, siloo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcva,mcvh,mcvo
|
||||
@@ -72,9 +74,9 @@ Player:
|
||||
rockettowera: 7%
|
||||
rockettowerh: 7%
|
||||
rockettowero: 7%
|
||||
powra: 10%
|
||||
powrh: 10%
|
||||
powro: 10%
|
||||
pwra: 10%
|
||||
pwrh: 10%
|
||||
pwro: 10%
|
||||
UnitsToBuild:
|
||||
rifle: 6%
|
||||
bazooka: 5%
|
||||
@@ -100,6 +102,7 @@ Player:
|
||||
combath: 100%
|
||||
combato: 100%
|
||||
SquadSize: 8
|
||||
MaxBaseRadius: 40
|
||||
HackyAI@Vidius:
|
||||
Name: Vidious
|
||||
UnitQueues: Infantry, Vehicle, Armor, Starport
|
||||
@@ -107,7 +110,9 @@ Player:
|
||||
ConstructionYard: conyarda,conyardh,conyardo
|
||||
Refinery: refa,refh,refo
|
||||
Power: pwra,pwrh,pwro
|
||||
Barracks: barra,barrh,barro
|
||||
VehiclesFactory: lighta,lighth,lighto,heavya,heavyh,heavyo
|
||||
Production: lighta,lighth,lighto,heavya,heavyh,heavyo,barra,barrh,barro
|
||||
Silo: siloa, siloh, siloo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcva,mcvh,mcvo
|
||||
@@ -173,9 +178,9 @@ Player:
|
||||
rockettowera: 10%
|
||||
rockettowerh: 10%
|
||||
rockettowero: 10%
|
||||
powra: 12%
|
||||
powrh: 12%
|
||||
powro: 12%
|
||||
pwra: 12%
|
||||
pwrh: 12%
|
||||
pwro: 12%
|
||||
UnitsToBuild:
|
||||
rifle: 2%
|
||||
bazooka: 2%
|
||||
@@ -202,6 +207,7 @@ Player:
|
||||
combath: 100%
|
||||
combato: 100%
|
||||
SquadSize: 6
|
||||
MaxBaseRadius: 40
|
||||
HackyAI@Gladius:
|
||||
Name: Gladius
|
||||
UnitQueues: Infantry, Vehicle, Armor, Starport
|
||||
@@ -209,7 +215,9 @@ Player:
|
||||
ConstructionYard: conyarda,conyardh,conyardo
|
||||
Refinery: refa,refh,refo
|
||||
Power: pwra,pwrh,pwro
|
||||
Barracks: barra,barrh,barro
|
||||
VehiclesFactory: lighta,lighth,lighto,heavya,heavyh,heavyo
|
||||
Production: lighta,lighth,lighto,heavya,heavyh,heavyo,barra,barrh,barro
|
||||
Silo: siloa, siloh, siloo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcva,mcvh,mcvo
|
||||
@@ -271,9 +279,9 @@ Player:
|
||||
palaceo: 0.1%
|
||||
guntower: 10%
|
||||
rockettower: 5%
|
||||
powra: 10%
|
||||
powrh: 10%
|
||||
powro: 10%
|
||||
pwra: 10%
|
||||
pwrh: 10%
|
||||
pwro: 10%
|
||||
UnitsToBuild:
|
||||
rifle: 15%
|
||||
bazooka: 13%
|
||||
@@ -300,4 +308,4 @@ Player:
|
||||
combath: 100%
|
||||
combato: 100%
|
||||
SquadSize: 10
|
||||
|
||||
MaxBaseRadius: 40
|
||||
|
||||
@@ -7,6 +7,7 @@ Player:
|
||||
Power: powr,apwr
|
||||
Barracks: barr,tent
|
||||
VehiclesFactory: weap
|
||||
Production: barr,tent,weap,afld,hpad,spen,syrd
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -29,7 +30,7 @@ Player:
|
||||
barr: 1%
|
||||
tent: 1%
|
||||
weap: 1%
|
||||
pbox.e1: 7%
|
||||
pbox: 7%
|
||||
gun: 7%
|
||||
tsla: 5%
|
||||
ftur: 10%
|
||||
@@ -59,6 +60,7 @@ Player:
|
||||
Power: powr,apwr
|
||||
Barracks: barr,tent
|
||||
VehiclesFactory: weap
|
||||
Production: barr,tent,weap,afld,hpad,spen,syrd
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -87,7 +89,7 @@ Player:
|
||||
spen: 1%
|
||||
syrd: 1%
|
||||
afld: 4%
|
||||
pbox.e1: 7%
|
||||
pbox: 7%
|
||||
gun: 7%
|
||||
ftur: 10%
|
||||
tsla: 5%
|
||||
@@ -125,6 +127,7 @@ Player:
|
||||
Power: powr,apwr
|
||||
Barracks: barr,tent
|
||||
VehiclesFactory: weap
|
||||
Production: barr,tent,weap,afld,hpad,spen,syrd
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -151,7 +154,7 @@ Player:
|
||||
hpad: 2%
|
||||
spen: 1%
|
||||
syrd: 1%
|
||||
pbox.e1: 7%
|
||||
pbox: 7%
|
||||
gun: 7%
|
||||
ftur: 10%
|
||||
tsla: 5%
|
||||
@@ -188,6 +191,9 @@ Player:
|
||||
ConstructionYard: fact
|
||||
Refinery: proc
|
||||
Power: powr,apwr
|
||||
Barracks: barr,tent
|
||||
VehiclesFactory: weap
|
||||
Production: barr,tent,weap,afld,hpad,spen,syrd
|
||||
Silo: silo
|
||||
UnitsCommonNames:
|
||||
Mcv: mcv
|
||||
@@ -213,7 +219,7 @@ Player:
|
||||
stek: 1%
|
||||
spen: 1%
|
||||
syrd: 1%
|
||||
pbox.e1: 12%
|
||||
pbox: 12%
|
||||
gun: 12%
|
||||
ftur: 12%
|
||||
tsla: 12%
|
||||
|
||||
Reference in New Issue
Block a user