Initial HackyAI cleanup pass.

This commit is contained in:
Paul Chote
2013-08-24 09:36:19 +12:00
parent de8c736ca4
commit e30cd96500

View File

@@ -25,12 +25,12 @@ namespace OpenRA.Mods.RA.AI
public readonly string Name = "Unnamed Bot"; public readonly string Name = "Unnamed Bot";
public readonly int SquadSize = 8; public readonly int SquadSize = 8;
//intervals
public readonly int AssignRolesInterval = 20; public readonly int AssignRolesInterval = 20;
public readonly int RushInterval = 600; public readonly int RushInterval = 600;
public readonly int AttackForceInterval = 30; public readonly int AttackForceInterval = 30;
public readonly string RallypointTestBuilding = "fact"; // temporary hack to maintain previous rallypoint behavior. // Temporary hack to maintain previous rallypoint behavior.
public readonly string RallypointTestBuilding = "fact";
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" }; public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
public readonly bool ShouldRepairBuildings = true; public readonly bool ShouldRepairBuildings = true;
@@ -51,16 +51,6 @@ namespace OpenRA.Mods.RA.AI
[FieldLoader.LoadUsing("LoadBuildingLimits")] [FieldLoader.LoadUsing("LoadBuildingLimits")]
public readonly Dictionary<string, int> BuildingLimits = null; public readonly Dictionary<string, int> BuildingLimits = null;
static object LoadActorList(MiniYaml y, string field)
{
return LoadList<float>(y, field);
}
static object LoadListList(MiniYaml y, string field)
{
return LoadList<string[]>(y,field);
}
static object LoadList<ValueType>(MiniYaml y, string field) static object LoadList<ValueType>(MiniYaml y, string field)
{ {
return y.NodesDict.ContainsKey(field) return y.NodesDict.ContainsKey(field)
@@ -70,11 +60,11 @@ namespace OpenRA.Mods.RA.AI
: new Dictionary<string, ValueType>(); : new Dictionary<string, ValueType>();
} }
static object LoadUnits(MiniYaml y) { return LoadActorList(y, "UnitsToBuild"); } static object LoadUnits(MiniYaml y) { return LoadList<float>(y, "UnitsToBuild"); }
static object LoadBuildings(MiniYaml y) { return LoadActorList(y, "BuildingFractions"); } static object LoadBuildings(MiniYaml y) { return LoadList<float>(y, "BuildingFractions"); }
static object LoadUnitsCommonNames(MiniYaml y) { return LoadListList(y, "UnitsCommonNames"); } static object LoadUnitsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "UnitsCommonNames"); }
static object LoadBuildingsCommonNames(MiniYaml y) { return LoadListList(y, "BuildingCommonNames"); } static object LoadBuildingsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "BuildingCommonNames"); }
static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); } static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); }
@@ -87,6 +77,8 @@ namespace OpenRA.Mods.RA.AI
public class HackyAI : ITick, IBot, INotifyDamage public class HackyAI : ITick, IBot, INotifyDamage
{ {
static readonly List<Actor> NoActors = new List<Actor>();
bool enabled; bool enabled;
public int ticks; public int ticks;
public Player p; public Player p;
@@ -95,27 +87,34 @@ namespace OpenRA.Mods.RA.AI
PowerManager playerPower; PowerManager playerPower;
SupportPowerManager supportPowerMngr; SupportPowerManager supportPowerMngr;
PlayerResources playerResource; PlayerResources playerResource;
readonly BuildingInfo rallypointTestBuilding; // temporary hack BuildingInfo rallypointTestBuilding;
internal readonly HackyAIInfo Info; internal readonly HackyAIInfo Info;
string[] resourceTypes; string[] resourceTypes;
RushFuzzy rushFuzzy = new RushFuzzy(); RushFuzzy rushFuzzy = new RushFuzzy();
Cache<Player,Enemy> aggro = new Cache<Player, Enemy>( _ => new Enemy() ); Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
BaseBuilder[] builders; BaseBuilder[] builders;
List<Squad> squads = new List<Squad>();
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
// 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; const int MaxBaseDistance = 40;
public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag. public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public World world { get { return p.PlayerActor.World; } } public World world { get { return p.PlayerActor.World; } }
IBotInfo IBot.Info { get { return this.Info; } } IBotInfo IBot.Info { get { return this.Info; } }
public HackyAI(HackyAIInfo Info) public HackyAI(HackyAIInfo info)
{ {
this.Info = Info; Info = info;
// temporary hack.
this.rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>(); // Temporary hack.
rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
} }
public static void BotDebug(string s, params object[] args) public static void BotDebug(string s, params object[] args)
@@ -124,7 +123,7 @@ namespace OpenRA.Mods.RA.AI
Game.Debug(s, args); Game.Debug(s, args);
} }
/* called by the host's player creation code */ // Called by the host's player creation code
public void Activate(Player p) public void Activate(Player p)
{ {
this.p = p; this.p = p;
@@ -133,8 +132,9 @@ namespace OpenRA.Mods.RA.AI
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>(); supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>(); playerResource = p.PlayerActor.Trait<PlayerResources>();
builders = new BaseBuilder[] { builders = new BaseBuilder[] {
new BaseBuilder( this, "Building", q => ChooseBuildingToBuild(q, false) ), new BaseBuilder(this, "Building", q => ChooseBuildingToBuild(q, false)),
new BaseBuilder( this, "Defense", q => ChooseBuildingToBuild(q, true) ) }; new BaseBuilder(this, "Defense", q => ChooseBuildingToBuild(q, true))
};
random = new XRandom((int)p.PlayerActor.ActorID); random = new XRandom((int)p.PlayerActor.ActorID);
@@ -145,24 +145,24 @@ namespace OpenRA.Mods.RA.AI
int GetPowerProvidedBy(ActorInfo building) int GetPowerProvidedBy(ActorInfo building)
{ {
var bi = building.Traits.GetOrDefault<BuildingInfo>(); var bi = building.Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0; return bi != null ? bi.Power : 0;
return bi.Power;
} }
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue) ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{ {
var buildableThings = queue.BuildableItems(); var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null; if (!buildableThings.Any())
return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count())); var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
if (HasAdequateAirUnits(unit)) return HasAdequateAirUnits(unit) ? unit : null;
return unit;
return null;
} }
ActorInfo ChooseUnitToBuild(ProductionQueue queue) ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{ {
var buildableThings = queue.BuildableItems(); var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null; if (!buildableThings.Any())
return null;
var myUnits = p.World var myUnits = p.World
.ActorsWithTrait<IPositionable>() .ActorsWithTrait<IPositionable>()
@@ -180,26 +180,33 @@ namespace OpenRA.Mods.RA.AI
int CountBuilding(string frac, Player owner) int CountBuilding(string frac, Player owner)
{ {
return world.ActorsWithTrait<Building>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac).Count(); return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac)
.Count();
} }
int CountUnits(string unit, Player owner) int CountUnits(string unit, Player owner)
{ {
return world.ActorsWithTrait<IPositionable>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit).Count(); return world.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit)
.Count();
} }
int? CountBuildingByCommonName(string commonName, Player owner) int? CountBuildingByCommonName(string commonName, Player owner)
{ {
if(Info.BuildingCommonNames.ContainsKey(commonName)) if (!Info.BuildingCommonNames.ContainsKey(commonName))
return world.ActorsWithTrait<Building>() return null;
.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name)).Count();
return null; return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name))
.Count();
} }
ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner) ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
{ {
if (commonName == "ConstructionYard") if (commonName == "ConstructionYard")
return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value; return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner); return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
} }
@@ -210,52 +217,52 @@ namespace OpenRA.Mods.RA.AI
ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner) ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
{ {
if (!names.Any() || !names.ContainsKey(commonName)) return null; if (!names.Any() || !names.ContainsKey(commonName))
return null;
return Rules.Info.Where(k => names[commonName].Contains(k.Key) && return Rules.Info.Where(k => names[commonName].Contains(k.Key) &&
k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value; //random is shit k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value;
} }
bool HasAdequatePower() bool HasAdequatePower()
{ {
/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */ // note: CNC `fact` provides a small amount of power. don't get jammed because of that.
return playerPower.PowerProvided > 50 && return playerPower.PowerProvided > 50 &&
playerPower.PowerProvided > playerPower.PowerDrained * 1.2; playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
} }
bool HasAdequateFact() bool HasAdequateFact()
{ {
if (CountBuildingByCommonName("ConstructionYard", p) == 0 && CountBuildingByCommonName("VehiclesFactory", p) > 0) // Require at least one construction yard, unless we have no vehicles factory (can't build it).
return false; return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
return true; CountBuildingByCommonName("VehiclesFactory", p) == 0;
} }
bool HasAdequateProc() bool HasAdequateProc()
{ {
if (CountBuildingByCommonName("Refinery", p) == 0 && CountBuildingByCommonName("Power", p) > 0) // Require at least one refinery, unless we have no power (can't build it).
return false; return CountBuildingByCommonName("Refinery", p) > 0 ||
return true; CountBuildingByCommonName("Power", p) == 0;
} }
bool HasMinimumProc() bool HasMinimumProc()
{ {
if (CountBuildingByCommonName("Refinery", p) < 2 && CountBuildingByCommonName("Power", p) > 0 && // Require at least two refineries, unless we have no power (can't build it)
CountBuildingByCommonName("Barracks",p) > 0) // or barracks (higher priority?)
return false; return CountBuildingByCommonName("Refinery", p) >= 2 ||
return true; CountBuildingByCommonName("Power", p) == 0 ||
CountBuildingByCommonName("Barracks", p) == 0;
} }
bool HasAdequateNumber(string frac, Player owner) bool HasAdequateNumber(string frac, Player owner)
{ {
if (Info.BuildingLimits.ContainsKey(frac)) if (Info.BuildingLimits.ContainsKey(frac))
if (CountBuilding(frac, owner) < Info.BuildingLimits[frac]) return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
return true;
else
return false;
return true; return true;
} }
//for mods like RA (number of building must match the number of aircraft) // For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnits(ActorInfo actorInfo) bool HasAdequateAirUnits(ActorInfo actorInfo)
{ {
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>() if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
@@ -266,6 +273,7 @@ namespace OpenRA.Mods.RA.AI
if (countOwnAir >= countBuildings) if (countOwnAir >= countBuildings)
return false; return false;
} }
return true; return true;
} }
@@ -275,8 +283,8 @@ namespace OpenRA.Mods.RA.AI
if (!isDefense) if (!isDefense)
{ {
if (!HasAdequatePower()) /* try to maintain 20% excess power */ // Try to maintain 20% excess power
/* find the best thing we can build which produces power */ if (!HasAdequatePower())
return buildableThings.Where(a => GetPowerProvidedBy(a) > 0) return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault(); .OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
@@ -286,10 +294,12 @@ namespace OpenRA.Mods.RA.AI
if (!HasAdequateProc() || !HasMinimumProc()) if (!HasAdequateProc() || !HasMinimumProc())
return GetBuildingInfoByCommonName("Refinery", p); return GetBuildingInfoByCommonName("Refinery", p);
} }
var myBuildings = p.World var myBuildings = p.World
.ActorsWithTrait<Building>() .ActorsWithTrait<Building>()
.Where( a => a.Actor.Owner == p ) .Where(a => a.Actor.Owner == p)
.Select(a => a.Actor.Info.Name).ToArray(); .Select(a => a.Actor.Info.Name)
.ToArray();
foreach (var frac in Info.BuildingFractions) foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key)) if (buildableThings.Any(b => b.Name == frac.Key))
@@ -314,25 +324,28 @@ namespace OpenRA.Mods.RA.AI
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type) public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
{ {
var bi = Rules.Info[actorType].Traits.Get<BuildingInfo>(); var bi = Rules.Info[actorType].Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return null; if (bi == null)
return null;
Func<WPos, CPos, CPos?> findPos = (WPos pos, CPos center) => Func<WPos, CPos, CPos?> findPos = (pos, center) =>
{ {
for (var k = MaxBaseDistance; k >= 0; k--) for (var k = MaxBaseDistance; k >= 0; k--)
{ {
var tlist = world.FindTilesInCircle(center, k) var tlist = world.FindTilesInCircle(center, k)
.OrderBy(a => (a.CenterPosition - pos).LengthSquared); .OrderBy(a => (a.CenterPosition - pos).LengthSquared);
foreach (var t in tlist) foreach (var t in tlist)
if (world.CanPlaceBuilding(actorType, bi, t, null)) if (world.CanPlaceBuilding(actorType, bi, t, null))
if (bi.IsCloseEnoughToBase(world, p, actorType, t)) if (bi.IsCloseEnoughToBase(world, p, actorType, t))
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false))) if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
return t; return t;
} }
return null; return null;
}; };
switch(type) switch (type)
{ {
case BuildingType.Defense: case BuildingType.Defense:
Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition); Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition);
@@ -346,19 +359,25 @@ namespace OpenRA.Mods.RA.AI
case BuildingType.Building: case BuildingType.Building:
for (var k = 0; k < maxBaseDistance; k++) for (var k = 0; k < maxBaseDistance; k++)
{
foreach (var t in world.FindTilesInCircle(baseCenter, k)) foreach (var t in world.FindTilesInCircle(baseCenter, k))
{
if (world.CanPlaceBuilding(actorType, bi, t, null)) if (world.CanPlaceBuilding(actorType, bi, t, null))
{ {
if (distanceToBaseIsImportant) if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
if (!bi.IsCloseEnoughToBase(world, p, actorType, t)) continue;
continue;
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false))) if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
return t; return t;
} }
}
}
break; break;
} }
return null; // i don't know where to put it. // Can't find a build location
return null;
} }
public void Tick(Actor self) public void Tick(Actor self)
@@ -384,9 +403,11 @@ namespace OpenRA.Mods.RA.AI
internal Actor ChooseEnemyTarget() internal Actor ChooseEnemyTarget()
{ {
if (p.WinState != WinState.Undefined)
return null;
var liveEnemies = world.Players var liveEnemies = world.Players
.Where(q => p != q && p.Stances[q] == Stance.Enemy) .Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
.Where(q => p.WinState == WinState.Undefined && q.WinState == WinState.Undefined);
if (!liveEnemies.Any()) if (!liveEnemies.Any())
return null; return null;
@@ -396,19 +417,13 @@ namespace OpenRA.Mods.RA.AI
.OrderByDescending(g => g.Key) .OrderByDescending(g => g.Key)
.FirstOrDefault(); .FirstOrDefault();
Player enemy; var enemy = (leastLikedEnemies != null) ?
if (leastLikedEnemies == null) leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
enemy = liveEnemies.FirstOrDefault();
else
enemy = leastLikedEnemies.Random(random);
/* pick something worth attacking owned by that player */ // Pick something worth attacking owned by that player
var targets = world.Actors var target = world.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>()); .Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
Actor target = null; .ClosestTo(baseCenter.CenterPosition);
if (targets.Any())
target = targets.ClosestTo(baseCenter.CenterPosition);
if (target == null) if (target == null)
{ {
@@ -419,7 +434,7 @@ namespace OpenRA.Mods.RA.AI
return null; return null;
} }
/* bump the aggro slightly to avoid changing our mind */ // Bump the aggro slightly to avoid changing our mind
if (leastLikedEnemies.Count() > 1) if (leastLikedEnemies.Count() > 1)
aggro[enemy].Aggro++; aggro[enemy].Aggro++;
@@ -434,17 +449,19 @@ namespace OpenRA.Mods.RA.AI
if (allEnemyUnits.Count > 0) if (allEnemyUnits.Count > 0)
return allEnemyUnits.ClosestTo(pos); return allEnemyUnits.ClosestTo(pos);
return null; return null;
} }
internal Actor FindClosestEnemy(WPos pos, WRange radius) internal Actor FindClosestEnemy(WPos pos, WRange radius)
{ {
var enemyUnits = world.FindActorsInCircle(pos, radius) var enemyUnits = world.FindActorsInCircle(pos, radius)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && .Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList(); !unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
if (enemyUnits.Count > 0) if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos); return enemyUnits.ClosestTo(pos);
return null; return null;
} }
@@ -452,30 +469,26 @@ namespace OpenRA.Mods.RA.AI
{ {
var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList(); && a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
return bases != null ? bases : new List<Actor>();
return bases ?? NoActors;
} }
Actor FindEnemyBuildingClosestToPos(WPos pos) Actor FindEnemyBuildingClosestToPos(WPos pos)
{ {
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos); && !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
return closestBuilding; return closestBuilding;
} }
List<Squad> squads = new List<Squad>();
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
//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>();
void CleanSquads() void CleanSquads()
{ {
squads.RemoveAll(s => s.IsEmpty); squads.RemoveAll(s => s.IsEmpty);
foreach (Squad squad in squads) foreach (var s in squads)
squad.units.RemoveAll(a => a.Destroyed || a.IsDead()); s.units.RemoveAll(a => a.Destroyed || a.IsDead());
} }
//use of this function requires that one squad of this type. Hence it is a piece of shit // Use of this function requires that one squad of this type. Hence it is a piece of shit
Squad GetSquadOfType(SquadType type) Squad GetSquadOfType(SquadType type)
{ {
return squads.Where(s => s.type == type).FirstOrDefault(); return squads.Where(s => s.type == type).FirstOrDefault();
@@ -513,8 +526,8 @@ namespace OpenRA.Mods.RA.AI
if (--assignRolesTicks > 0) if (--assignRolesTicks > 0)
return; return;
else
assignRolesTicks = Info.AssignRolesInterval; assignRolesTicks = Info.AssignRolesInterval;
GiveOrdersToIdleHarvesters(); GiveOrdersToIdleHarvesters();
FindNewUnits(self); FindNewUnits(self);
@@ -528,17 +541,21 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in activeUnits) foreach (var a in activeUnits)
{ {
var harv = a.TraitOrDefault<Harvester>(); var harv = a.TraitOrDefault<Harvester>();
if (harv == null) continue; if (harv == null)
continue;
if (!a.IsIdle) if (!a.IsIdle)
{ {
Activity act = a.GetCurrentActivity(); var act = a.GetCurrentActivity();
// A Wait activity is technically idle: // A Wait activity is technically idle:
if ((act.GetType() != typeof(OpenRA.Mods.RA.Activities.Wait)) && if ((act.GetType() != typeof(OpenRA.Mods.RA.Activities.Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(OpenRA.Mods.RA.Activities.FindResources))) (act.NextActivity == null || act.NextActivity.GetType() != typeof(OpenRA.Mods.RA.Activities.FindResources)))
continue; continue;
} }
if (!harv.IsEmpty) continue;
if (!harv.IsEmpty)
continue;
// Tell the idle harvester to quit slacking: // Tell the idle harvester to quit slacking:
world.IssueOrder(new Order("Harvest", a, false)); world.IssueOrder(new Order("Harvest", a, false));
@@ -549,8 +566,8 @@ namespace OpenRA.Mods.RA.AI
{ {
var newUnits = self.World.ActorsWithTrait<IPositionable>() var newUnits = self.World.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>() .Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor)) && !activeUnits.Contains(a.Actor))
.Select(a => a.Actor).ToArray(); .Select(a => a.Actor);
foreach (var a in newUnits) foreach (var a in newUnits)
{ {
@@ -559,6 +576,7 @@ namespace OpenRA.Mods.RA.AI
world.IssueOrder(new Order("Harvest", a, false)); world.IssueOrder(new Order("Harvest", a, false));
else else
unitsHangingAroundTheBase.Add(a); unitsHangingAroundTheBase.Add(a);
if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>()) if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>())
{ {
var air = GetSquadOfType(SquadType.Air); var air = GetSquadOfType(SquadType.Air);
@@ -567,14 +585,15 @@ namespace OpenRA.Mods.RA.AI
air.units.Add(a); air.units.Add(a);
} }
activeUnits.Add(a); activeUnits.Add(a);
} }
} }
void CreateAttackForce() void CreateAttackForce()
{ {
/* Create an attack force when we have enough units around our base. */ // Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense.) // (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + random.Next(30); var randomizedSquadSize = Info.SquadSize + random.Next(30);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize) if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
@@ -584,6 +603,7 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in unitsHangingAroundTheBase) foreach (var a in unitsHangingAroundTheBase)
if (!a.HasTrait<Aircraft>()) if (!a.HasTrait<Aircraft>())
attackForce.units.Add(a); attackForce.units.Add(a);
unitsHangingAroundTheBase.Clear(); unitsHangingAroundTheBase.Clear();
} }
} }
@@ -593,7 +613,10 @@ namespace OpenRA.Mods.RA.AI
var allEnemyBaseBuilder = FindEnemyConstructionYards(); var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits var ownUnits = activeUnits
.Where(unit => unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() && unit.IsIdle).ToList(); .Where(unit => unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() && unit.IsIdle).ToList();
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize)) return;
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize))
return;
foreach (var b in allEnemyBaseBuilder) foreach (var b in allEnemyBaseBuilder)
{ {
var enemys = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15)) var enemys = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15))
@@ -623,11 +646,13 @@ namespace OpenRA.Mods.RA.AI
if (!protectSq.TargetIsValid) if (!protectSq.TargetIsValid)
protectSq.Target = attacker; protectSq.Target = attacker;
if (protectSq.IsEmpty) if (protectSq.IsEmpty)
{ {
var ownUnits = world.FindActorsInCircle(baseCenter.CenterPosition, WRange.FromCells(15)) var ownUnits = world.FindActorsInCircle(baseCenter.CenterPosition, WRange.FromCells(15))
.Where(unit => unit.Owner == p && !unit.HasTrait<Building>() .Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList(); && unit.HasTrait<AttackBase>()).ToList();
foreach (var a in ownUnits) foreach (var a in ownUnits)
protectSq.units.Add(a); protectSq.units.Add(a);
} }
@@ -635,8 +660,8 @@ namespace OpenRA.Mods.RA.AI
bool IsRallyPointValid(CPos x) bool IsRallyPointValid(CPos x)
{ {
// this is actually WRONG as soon as HackyAI is building units with a variety of // This is actually WRONG as soon as HackyAI is building units with
// movement capabilities. (has always been wrong) // a variety of movement capabilities. (has always been wrong)
return world.IsCellBuildable(x, rallypointTestBuilding); return world.IsCellBuildable(x, rallypointTestBuilding);
} }
@@ -651,17 +676,16 @@ namespace OpenRA.Mods.RA.AI
p.PlayerName, buildings.Length); p.PlayerName, buildings.Length);
foreach (var a in buildings) foreach (var a in buildings)
{ world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor.Location) });
CPos newRallyPoint = ChooseRallyLocationNear(a.Actor.Location);
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = newRallyPoint });
}
} }
//won't work for shipyards... // Won't work for shipyards...
CPos ChooseRallyLocationNear(CPos startPos) CPos ChooseRallyLocationNear(CPos startPos)
{ {
var possibleRallyPoints = world.FindTilesInCircle(startPos, 8).Where(IsRallyPointValid).ToArray(); var possibleRallyPoints = world.FindTilesInCircle(startPos, 8)
if (possibleRallyPoints.Length == 0) .Where(IsRallyPointValid);
if (!possibleRallyPoints.Any())
{ {
BotDebug("Bot Bug: No possible rallypoint near {0}", startPos); BotDebug("Bot Bug: No possible rallypoint near {0}", startPos);
return startPos; return startPos;
@@ -672,7 +696,7 @@ namespace OpenRA.Mods.RA.AI
void DeployMcv(Actor self) void DeployMcv(Actor self)
{ {
/* find our mcv and deploy it */ // Find and deploy our mcv
var mcv = self.World.Actors var mcv = self.World.Actors
.FirstOrDefault(a => a.Owner == p && a.HasTrait<BaseBuilding>()); .FirstOrDefault(a => a.Owner == p && a.HasTrait<BaseBuilding>());
@@ -680,7 +704,8 @@ namespace OpenRA.Mods.RA.AI
{ {
baseCenter = mcv.Location; baseCenter = mcv.Location;
defenseCenter = baseCenter; defenseCenter = baseCenter;
//Don't transform the mcv if it is a fact
// Don't transform the mcv if it is a fact
if (mcv.HasTrait<Mobile>()) if (mcv.HasTrait<Mobile>())
world.IssueOrder(new Order("DeployTransform", mcv, false)); world.IssueOrder(new Order("DeployTransform", mcv, false));
} }
@@ -714,16 +739,18 @@ namespace OpenRA.Mods.RA.AI
void TryToUseSupportPower(Actor self) void TryToUseSupportPower(Actor self)
{ {
if (supportPowerMngr == null) return; if (supportPowerMngr == null)
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled); return;
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
foreach (var kv in powers) foreach (var kv in powers)
{ {
var sp = kv.Value; var sp = kv.Value;
if (sp.Ready) if (sp.Ready)
{ {
var attackLocation = FindAttackLocationToSupportPower(5); var attackLocation = FindAttackLocationToSupportPower(5);
if (attackLocation == null) return; if (attackLocation == null)
return;
world.IssueOrder(new Order(sp.Info.OrderName, supportPowerMngr.self, false) { TargetLocation = attackLocation.Value }); world.IssueOrder(new Order(sp.Info.OrderName, supportPowerMngr.self, false) { TargetLocation = attackLocation.Value });
} }
@@ -733,27 +760,31 @@ namespace OpenRA.Mods.RA.AI
CPos? FindAttackLocationToSupportPower(int radiusOfPower) CPos? FindAttackLocationToSupportPower(int radiusOfPower)
{ {
CPos? resLoc = null; CPos? resLoc = null;
int countUnits = 0; var countUnits = 0;
int x = (world.Map.MapSize.X % radiusOfPower) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + radiusOfPower; var x = (world.Map.MapSize.X % radiusOfPower) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + radiusOfPower;
int y = (world.Map.MapSize.Y % radiusOfPower) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + radiusOfPower; var y = (world.Map.MapSize.Y % radiusOfPower) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + radiusOfPower;
for (int i = 0; i < x; i += radiusOfPower * 2) for (int i = 0; i < x; i += radiusOfPower * 2)
{
for (int j = 0; j < y; j += radiusOfPower * 2) for (int j = 0; j < y; j += radiusOfPower * 2)
{ {
CPos pos = new CPos(i, j); var pos = new CPos(i, j);
var targets = world.FindActorsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList(); var targets = world.FindActorsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList();
var enemys = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList(); var enemys = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList();
var ally = targets.Where(unit => p.Stances[unit.Owner] == Stance.Ally || unit.Owner == p).ToList(); var ally = targets.Where(unit => p.Stances[unit.Owner] == Stance.Ally || unit.Owner == p).ToList();
if (enemys.Count < ally.Count || !enemys.Any()) if (enemys.Count < ally.Count || !enemys.Any())
continue; continue;
if (enemys.Count > countUnits) if (enemys.Count > countUnits)
{ {
countUnits = enemys.Count; countUnits = enemys.Count;
resLoc = enemys.Random(random).Location; resLoc = enemys.Random(random).Location;
} }
} }
}
return resLoc; return resLoc;
} }
@@ -766,34 +797,28 @@ namespace OpenRA.Mods.RA.AI
void ProductionUnits(Actor self) void ProductionUnits(Actor self)
{ {
if (!HasAdequateProc()) /* Stop building until economy is back on */ // Stop building until economy is restored
if (!HasAdequateProc())
return; return;
if (!HasAdequateFact())
if (!self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()).Any()) // No construction yards - Build a new MCV
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv",p).Name); if (!HasAdequateFact() && !self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()).Any())
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).Name);
foreach (var q in Info.UnitQueues) foreach (var q in Info.UnitQueues)
{ BuildUnit(q, unitsHangingAroundTheBase.Count < 12);
if (unitsHangingAroundTheBase.Count < 12)
{
BuildUnit(q, true);
continue;
}
BuildUnit(q, false);
}
} }
void BuildUnit(string category, bool buildRandom) void BuildUnit(string category, bool buildRandom)
{ {
// Pick a free queue // Pick a free queue
var queue = FindQueues(category).FirstOrDefault( q => q.CurrentItem() == null ); var queue = FindQueues(category).FirstOrDefault(q => q.CurrentItem() == null);
if (queue == null) if (queue == null)
return; return;
ActorInfo unit; var unit = buildRandom ?
if(buildRandom) ChooseRandomUnitToBuild(queue) :
unit = ChooseRandomUnitToBuild(queue); ChooseUnitToBuild(queue);
else
unit = ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name)) if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1)); world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
@@ -801,19 +826,25 @@ namespace OpenRA.Mods.RA.AI
void BuildUnit(string category, string name) void BuildUnit(string category, string name)
{ {
var queue = FindQueues(category).FirstOrDefault( q => q.CurrentItem() == null ); var queue = FindQueues(category).FirstOrDefault(q => q.CurrentItem() == null);
if (queue == null) return; if (queue == null)
if(Rules.Info[name] != null) return;
if (Rules.Info[name] != null)
world.IssueOrder(Order.StartProduction(queue.self, name, 1)); world.IssueOrder(Order.StartProduction(queue.self, name, 1));
} }
public void Damaged(Actor self, AttackInfo e) public void Damaged(Actor self, AttackInfo e)
{ {
if (!enabled) return; // TODO: Surely we want to do this even if their destroyer died?
if (e.Attacker.Destroyed) return; if (!enabled || e.Attacker.Destroyed)
if (!e.Attacker.HasTrait<ITargetable>()) return; return;
if (!e.Attacker.HasTrait<ITargetable>())
return;
if (Info.ShouldRepairBuildings && self.HasTrait<RepairableBuilding>()) if (Info.ShouldRepairBuildings && self.HasTrait<RepairableBuilding>())
{
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light) if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light)
{ {
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.", BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
@@ -821,11 +852,12 @@ namespace OpenRA.Mods.RA.AI
world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false) world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
{ TargetActor = self }); { TargetActor = self });
} }
}
if (e.Attacker != null && e.Damage > 0) if (e.Attacker != null && e.Damage > 0)
aggro[e.Attacker.Owner].Aggro += e.Damage; aggro[e.Attacker.Owner].Aggro += e.Damage;
//protected harvesters or building // Protected harvesters or building
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) && if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
p.Stances[e.Attacker.Owner] == Stance.Enemy) p.Stances[e.Attacker.Owner] == Stance.Enemy)
{ {