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;