Reorganise AI base building logic.

- Now obeys defined structure percentages and limits.
- Faster.
- More readable and maintainable code.
This commit is contained in:
Paul Chote
2014-07-06 11:05:06 +12:00
parent c8bd8336f7
commit a46baeaf2b
5 changed files with 296 additions and 213 deletions

View File

@@ -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;
world = p.World;
player = p;
playerPower = pm;
playerResources = pr;
this.category = category;
this.chooseItem = chooseItem;
}
public void Tick()
{
// Pick a free queue
var queue = ai.FindQueues(category).FirstOrDefault();
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)
.ToArray();
var active = false;
foreach (var queue in ai.FindQueues(category))
if (TickQueue(queue))
active = true;
waitTicks = active ? ai.Info.StructureProductionActiveDelay : ai.Info.StructureProductionInactiveDelay;
}
bool TickQueue(ProductionQueue queue)
{
var currentBuilding = queue.CurrentItem();
switch (state)
{
case BuildState.ChooseItem:
var item = chooseItem(queue);
if (item == null)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
}
else
{
HackyAI.BotDebug("AI: Starting production of {0}".F(item.Name));
state = BuildState.WaitForProduction;
ai.world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
}
break;
case BuildState.WaitForProduction:
// Waiting to build something
if (currentBuilding == null)
return;
{
var item = ChooseBuildingToBuild(queue);
if (item == null)
return false;
if (currentBuilding.Paused)
ai.world.IssueOrder(Order.PauseProduction(queue.Actor, currentBuilding.Item, false));
HackyAI.BotDebug("AI: {0} is starting production of {1}".F(player, item.Name));
world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
}
// Production is complete
else if (currentBuilding.Done)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ai.ticks;
// Place the building
// Choose the placement logic
// HACK: HACK HACK HACK
var type = BuildingType.Building;
if (ai.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
type = BuildingType.Defense;
else if (ai.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
else if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
type = BuildingType.Refinery;
var location = ai.ChooseBuildLocation(currentBuilding.Item, type);
var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
if (location == null)
{
HackyAI.BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
ai.world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
}
else
{
ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor, false)
world.IssueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
{
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;
}
}
}

View File

@@ -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);
@@ -718,8 +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())
@@ -731,7 +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;

View File

@@ -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

View File

@@ -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
@@ -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
@@ -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
@@ -300,4 +308,4 @@ Player:
combath: 100%
combato: 100%
SquadSize: 10
MaxBaseRadius: 40

View File

@@ -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%