Create proper data structures for hardcoded AI classes.

This commit is contained in:
Paul Chote
2016-01-13 21:45:15 +00:00
parent addbe6d564
commit e026a0f00f
2 changed files with 52 additions and 45 deletions

View File

@@ -170,12 +170,8 @@ namespace OpenRA.Mods.Common.AI
return true;
}
ActorInfo GetProducibleBuilding(string commonName, IEnumerable<ActorInfo> buildables, Func<ActorInfo, int> orderBy = null)
ActorInfo GetProducibleBuilding(HashSet<string> actors, IEnumerable<ActorInfo> buildables, Func<ActorInfo, int> orderBy = null)
{
HashSet<string> actors;
if (!ai.Info.BuildingCommonNames.TryGetValue(commonName, out actors))
return null;
var available = buildables.Where(actor =>
{
// Are we able to build this?
@@ -205,7 +201,7 @@ namespace OpenRA.Mods.Common.AI
var buildableThings = queue.BuildableItems();
// This gets used quite a bit, so let's cache it here
var power = GetProducibleBuilding("Power", buildableThings,
var power = GetProducibleBuilding(ai.Info.BuildingCommonNames.Power, buildableThings,
a => a.TraitInfos<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
// First priority is to get out of a low power situation
@@ -221,7 +217,7 @@ namespace OpenRA.Mods.Common.AI
// Next is to build up a strong economy
if (!ai.HasAdequateProc() || !ai.HasMinimumProc())
{
var refinery = GetProducibleBuilding("Refinery", buildableThings);
var refinery = GetProducibleBuilding(ai.Info.BuildingCommonNames.Refinery, buildableThings);
if (refinery != null && HasSufficientPowerForActor(refinery))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
@@ -238,7 +234,7 @@ namespace OpenRA.Mods.Common.AI
// Make sure that we can spend as fast as we are earning
if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold)
{
var production = GetProducibleBuilding("Production", buildableThings);
var production = GetProducibleBuilding(ai.Info.BuildingCommonNames.Production, buildableThings);
if (production != null && HasSufficientPowerForActor(production))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
@@ -257,7 +253,7 @@ namespace OpenRA.Mods.Common.AI
&& playerResources.Resources > ai.Info.NewProductionCashThreshold
&& ai.CloseEnoughToWater())
{
var navalproduction = GetProducibleBuilding("NavalProduction", buildableThings);
var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings);
if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
@@ -274,7 +270,7 @@ namespace OpenRA.Mods.Common.AI
// Create some head room for resource storage if we really need it
if (playerResources.Resources > 0.8 * playerResources.ResourceCapacity)
{
var silo = GetProducibleBuilding("Silo", buildableThings);
var silo = GetProducibleBuilding(ai.Info.BuildingCommonNames.Silo, buildableThings);
if (silo != null && HasSufficientPowerForActor(silo))
{
HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
@@ -308,8 +304,7 @@ namespace OpenRA.Mods.Common.AI
// If we're considering to build a naval structure, check whether there is enough water inside the base perimeter
// and any structure providing buildable area close enough to that water.
// TODO: Extend this check to cover any naval structure, not just production.
if (ai.Info.BuildingCommonNames.ContainsKey("NavalProduction")
&& ai.Info.BuildingCommonNames["NavalProduction"].Contains(name)
if (ai.Info.BuildingCommonNames.NavalProduction.Contains(name)
&& (waterState == Water.NotEnoughWater || !ai.CloseEnoughToWater()))
continue;

View File

@@ -23,6 +23,23 @@ namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public class UnitCategories
{
public readonly HashSet<string> Mcv = new HashSet<string>();
}
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>();
}
[Desc("Ingame name this bot uses.")]
public readonly string Name = "Unnamed Bot";
@@ -133,11 +150,13 @@ namespace OpenRA.Mods.Common.AI
public readonly Dictionary<string, float> BuildingFractions = null;
[Desc("Tells the AI what unit types fall under the same common name. Only supported entry is Mcv.")]
public readonly Dictionary<string, HashSet<string>> UnitsCommonNames = null;
[FieldLoader.LoadUsing("LoadUnitCategories", true)]
public readonly UnitCategories UnitsCommonNames;
[Desc("Tells the AI what building types fall under the same common name.",
"Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction.")]
public readonly Dictionary<string, HashSet<string>> BuildingCommonNames = null;
[FieldLoader.LoadUsing("LoadBuildingCategories", true)]
public readonly BuildingCategories BuildingCommonNames;
[Desc("What buildings should the AI have a maximum limit to build.")]
public readonly Dictionary<string, int> BuildingLimits = null;
@@ -147,6 +166,18 @@ namespace OpenRA.Mods.Common.AI
[FieldLoader.LoadUsing("LoadDecisions")]
public readonly List<SupportPowerDecision> PowerDecisions = new List<SupportPowerDecision>();
static object LoadUnitCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "UnitsCommonNames");
return FieldLoader.Load<UnitCategories>(categories.Value);
}
static object LoadBuildingCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "BuildingCommonNames");
return FieldLoader.Load<BuildingCategories>(categories.Value);
}
static object LoadDecisions(MiniYaml yaml)
{
var ret = new List<SupportPowerDecision>();
@@ -378,57 +409,38 @@ namespace OpenRA.Mods.Common.AI
return World.ActorsHavingTrait<IPositionable>().Count(a => a.Owner == owner && a.Info.Name == unit);
}
int? CountBuildingByCommonName(string commonName, Player owner)
int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
{
if (!Info.BuildingCommonNames.ContainsKey(commonName))
return null;
return World.ActorsHavingTrait<Building>()
.Count(a => a.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Info.Name));
.Count(a => a.Owner == owner && buildings.Contains(a.Info.Name));
}
public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
public ActorInfo GetInfoByCommonName(HashSet<string> names, Player owner)
{
if (commonName == "ConstructionYard")
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(Random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
}
public ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
{
return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
}
public ActorInfo GetInfoByCommonName(Dictionary<string, HashSet<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));
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(Random).Value;
return Map.Rules.Actors.Where(k => names.Contains(k.Key)).Random(Random).Value;
}
public bool HasAdequateFact()
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return CountBuildingByCommonName("ConstructionYard", Player) > 0 ||
CountBuildingByCommonName("VehiclesFactory", Player) == 0;
return CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.VehiclesFactory, Player) == 0;
}
public bool HasAdequateProc()
{
// Require at least one refinery, unless we have no power (can't build it).
return CountBuildingByCommonName("Refinery", Player) > 0 ||
CountBuildingByCommonName("Power", Player) == 0;
return CountBuildingByCommonName(Info.BuildingCommonNames.Refinery, Player) > 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0;
}
public bool HasMinimumProc()
{
// Require at least two refineries, unless we have no power (can't build it)
// or barracks (higher priority?)
return CountBuildingByCommonName("Refinery", Player) >= 2 ||
CountBuildingByCommonName("Power", Player) == 0 ||
CountBuildingByCommonName("Barracks", Player) == 0;
return CountBuildingByCommonName(Info.BuildingCommonNames.Refinery, Player) >= 2 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Barracks, Player) == 0;
}
// For mods like RA (number of building must match the number of aircraft)
@@ -1014,7 +1026,7 @@ namespace OpenRA.Mods.Common.AI
// No construction yards - Build a new MCV
if (!HasAdequateFact() && !self.World.ActorsHavingTrait<BaseBuilding>()
.Any(a => a.Owner == Player && a.Info.HasTraitInfo<MobileInfo>()))
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", Player).Name);
BuildUnit("Vehicle", GetInfoByCommonName(Info.UnitsCommonNames.Mcv, Player).Name);
foreach (var q in Info.UnitQueues)
BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);