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 int SquadSize = 8;
//intervals
public readonly int AssignRolesInterval = 20;
public readonly int RushInterval = 600;
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 bool ShouldRepairBuildings = true;
@@ -51,16 +51,6 @@ namespace OpenRA.Mods.RA.AI
[FieldLoader.LoadUsing("LoadBuildingLimits")]
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)
{
return y.NodesDict.ContainsKey(field)
@@ -70,11 +60,11 @@ namespace OpenRA.Mods.RA.AI
: new Dictionary<string, ValueType>();
}
static object LoadUnits(MiniYaml y) { return LoadActorList(y, "UnitsToBuild"); }
static object LoadBuildings(MiniYaml y) { return LoadActorList(y, "BuildingFractions"); }
static object LoadUnits(MiniYaml y) { return LoadList<float>(y, "UnitsToBuild"); }
static object LoadBuildings(MiniYaml y) { return LoadList<float>(y, "BuildingFractions"); }
static object LoadUnitsCommonNames(MiniYaml y) { return LoadListList(y, "UnitsCommonNames"); }
static object LoadBuildingsCommonNames(MiniYaml y) { return LoadListList(y, "BuildingCommonNames"); }
static object LoadUnitsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "UnitsCommonNames"); }
static object LoadBuildingsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "BuildingCommonNames"); }
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
{
static readonly List<Actor> NoActors = new List<Actor>();
bool enabled;
public int ticks;
public Player p;
@@ -95,27 +87,34 @@ namespace OpenRA.Mods.RA.AI
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
readonly BuildingInfo rallypointTestBuilding; // temporary hack
BuildingInfo rallypointTestBuilding;
internal readonly HackyAIInfo Info;
string[] resourceTypes;
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;
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;
public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public World world { get { return p.PlayerActor.World; } }
IBotInfo IBot.Info { get { return this.Info; } }
public HackyAI(HackyAIInfo Info)
public HackyAI(HackyAIInfo info)
{
this.Info = Info;
// temporary hack.
this.rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
Info = info;
// Temporary hack.
rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
}
public static void BotDebug(string s, params object[] args)
@@ -124,7 +123,7 @@ namespace OpenRA.Mods.RA.AI
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)
{
this.p = p;
@@ -133,8 +132,9 @@ namespace OpenRA.Mods.RA.AI
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
builders = new BaseBuilder[] {
new BaseBuilder( this, "Building", q => ChooseBuildingToBuild(q, false) ),
new BaseBuilder( this, "Defense", q => ChooseBuildingToBuild(q, true) ) };
new BaseBuilder(this, "Building", q => ChooseBuildingToBuild(q, false)),
new BaseBuilder(this, "Defense", q => ChooseBuildingToBuild(q, true))
};
random = new XRandom((int)p.PlayerActor.ActorID);
@@ -145,24 +145,24 @@ namespace OpenRA.Mods.RA.AI
int GetPowerProvidedBy(ActorInfo building)
{
var bi = building.Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0;
return bi.Power;
return bi != null ? bi.Power : 0;
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
if (HasAdequateAirUnits(unit))
return unit;
if (!buildableThings.Any())
return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
return HasAdequateAirUnits(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null;
if (!buildableThings.Any())
return null;
var myUnits = p.World
.ActorsWithTrait<IPositionable>()
@@ -180,26 +180,33 @@ namespace OpenRA.Mods.RA.AI
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)
{
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)
{
if(Info.BuildingCommonNames.ContainsKey(commonName))
return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name)).Count();
if (!Info.BuildingCommonNames.ContainsKey(commonName))
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)
{
if (commonName == "ConstructionYard")
return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
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)
{
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) &&
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()
{
/* 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 &&
playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
}
bool HasAdequateFact()
{
if (CountBuildingByCommonName("ConstructionYard", p) == 0 && CountBuildingByCommonName("VehiclesFactory", p) > 0)
return false;
return true;
// 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()
{
if (CountBuildingByCommonName("Refinery", p) == 0 && CountBuildingByCommonName("Power", p) > 0)
return false;
return true;
// 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()
{
if (CountBuildingByCommonName("Refinery", p) < 2 && CountBuildingByCommonName("Power", p) > 0 &&
CountBuildingByCommonName("Barracks",p) > 0)
return false;
return true;
// Require at least two refineries, unless we have no power (can't build it)
// or barracks (higher priority?)
return CountBuildingByCommonName("Refinery", p) >= 2 ||
CountBuildingByCommonName("Power", p) == 0 ||
CountBuildingByCommonName("Barracks", p) == 0;
}
bool HasAdequateNumber(string frac, Player owner)
{
if (Info.BuildingLimits.ContainsKey(frac))
if (CountBuilding(frac, owner) < Info.BuildingLimits[frac])
return true;
else
return false;
return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
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)
{
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
@@ -266,6 +273,7 @@ namespace OpenRA.Mods.RA.AI
if (countOwnAir >= countBuildings)
return false;
}
return true;
}
@@ -275,8 +283,8 @@ namespace OpenRA.Mods.RA.AI
if (!isDefense)
{
if (!HasAdequatePower()) /* try to maintain 20% excess power */
/* find the best thing we can build which produces power */
// Try to maintain 20% excess power
if (!HasAdequatePower())
return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
@@ -286,10 +294,12 @@ namespace OpenRA.Mods.RA.AI
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();
.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))
@@ -314,25 +324,28 @@ namespace OpenRA.Mods.RA.AI
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
{
var bi = Rules.Info[actorType].Traits.Get<BuildingInfo>();
if (bi == null) return null;
var bi = Rules.Info[actorType].Traits.GetOrDefault<BuildingInfo>();
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--)
{
var tlist = world.FindTilesInCircle(center, k)
.OrderBy(a => (a.CenterPosition - pos).LengthSquared);
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(actorType, bi, t), false)))
return t;
}
return null;
};
switch(type)
switch (type)
{
case BuildingType.Defense:
Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition);
@@ -346,19 +359,25 @@ namespace OpenRA.Mods.RA.AI
case BuildingType.Building:
for (var k = 0; k < maxBaseDistance; k++)
{
foreach (var t in world.FindTilesInCircle(baseCenter, k))
{
if (world.CanPlaceBuilding(actorType, bi, t, null))
{
if (distanceToBaseIsImportant)
if (!bi.IsCloseEnoughToBase(world, p, actorType, t))
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
continue;
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
return t;
}
}
}
break;
}
return null; // i don't know where to put it.
// Can't find a build location
return null;
}
public void Tick(Actor self)
@@ -384,9 +403,11 @@ namespace OpenRA.Mods.RA.AI
internal Actor ChooseEnemyTarget()
{
if (p.WinState != WinState.Undefined)
return null;
var liveEnemies = world.Players
.Where(q => p != q && p.Stances[q] == Stance.Enemy)
.Where(q => p.WinState == WinState.Undefined && q.WinState == WinState.Undefined);
.Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
if (!liveEnemies.Any())
return null;
@@ -396,19 +417,13 @@ namespace OpenRA.Mods.RA.AI
.OrderByDescending(g => g.Key)
.FirstOrDefault();
Player enemy;
if (leastLikedEnemies == null)
enemy = liveEnemies.FirstOrDefault();
else
enemy = leastLikedEnemies.Random(random);
var enemy = (leastLikedEnemies != null) ?
leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
/* pick something worth attacking owned by that player */
var targets = world.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>());
Actor target = null;
if (targets.Any())
target = targets.ClosestTo(baseCenter.CenterPosition);
// Pick something worth attacking owned by that player
var target = world.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
.ClosestTo(baseCenter.CenterPosition);
if (target == null)
{
@@ -419,7 +434,7 @@ namespace OpenRA.Mods.RA.AI
return null;
}
/* bump the aggro slightly to avoid changing our mind */
// Bump the aggro slightly to avoid changing our mind
if (leastLikedEnemies.Count() > 1)
aggro[enemy].Aggro++;
@@ -434,6 +449,7 @@ namespace OpenRA.Mods.RA.AI
if (allEnemyUnits.Count > 0)
return allEnemyUnits.ClosestTo(pos);
return null;
}
@@ -445,6 +461,7 @@ namespace OpenRA.Mods.RA.AI
if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos);
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
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
return bases != null ? bases : new List<Actor>();
return bases ?? NoActors;
}
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;
}
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()
{
squads.RemoveAll(s => s.IsEmpty);
foreach (Squad squad in squads)
squad.units.RemoveAll(a => a.Destroyed || a.IsDead());
foreach (var s in squads)
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)
{
return squads.Where(s => s.type == type).FirstOrDefault();
@@ -513,7 +526,7 @@ namespace OpenRA.Mods.RA.AI
if (--assignRolesTicks > 0)
return;
else
assignRolesTicks = Info.AssignRolesInterval;
GiveOrdersToIdleHarvesters();
@@ -528,17 +541,21 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in activeUnits)
{
var harv = a.TraitOrDefault<Harvester>();
if (harv == null) continue;
if (harv == null)
continue;
if (!a.IsIdle)
{
Activity act = a.GetCurrentActivity();
var act = a.GetCurrentActivity();
// A Wait activity is technically idle:
if ((act.GetType() != typeof(OpenRA.Mods.RA.Activities.Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(OpenRA.Mods.RA.Activities.FindResources)))
continue;
}
if (!harv.IsEmpty) continue;
if (!harv.IsEmpty)
continue;
// Tell the idle harvester to quit slacking:
world.IssueOrder(new Order("Harvest", a, false));
@@ -550,7 +567,7 @@ namespace OpenRA.Mods.RA.AI
var newUnits = self.World.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor))
.Select(a => a.Actor).ToArray();
.Select(a => a.Actor);
foreach (var a in newUnits)
{
@@ -559,6 +576,7 @@ namespace OpenRA.Mods.RA.AI
world.IssueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>())
{
var air = GetSquadOfType(SquadType.Air);
@@ -567,14 +585,15 @@ namespace OpenRA.Mods.RA.AI
air.units.Add(a);
}
activeUnits.Add(a);
}
}
void CreateAttackForce()
{
/* Create an attack force when we have enough units around our base. */
// (don't bother leaving any behind for defense.)
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + random.Next(30);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
@@ -584,6 +603,7 @@ namespace OpenRA.Mods.RA.AI
foreach (var a in unitsHangingAroundTheBase)
if (!a.HasTrait<Aircraft>())
attackForce.units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
@@ -593,7 +613,10 @@ namespace OpenRA.Mods.RA.AI
var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits
.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)
{
var enemys = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15))
@@ -623,11 +646,13 @@ namespace OpenRA.Mods.RA.AI
if (!protectSq.TargetIsValid)
protectSq.Target = attacker;
if (protectSq.IsEmpty)
{
var ownUnits = world.FindActorsInCircle(baseCenter.CenterPosition, WRange.FromCells(15))
.Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList();
foreach (var a in ownUnits)
protectSq.units.Add(a);
}
@@ -635,8 +660,8 @@ namespace OpenRA.Mods.RA.AI
bool IsRallyPointValid(CPos x)
{
// this is actually WRONG as soon as HackyAI is building units with a variety of
// movement capabilities. (has always been wrong)
// This is actually WRONG as soon as HackyAI is building units with
// a variety of movement capabilities. (has always been wrong)
return world.IsCellBuildable(x, rallypointTestBuilding);
}
@@ -651,17 +676,16 @@ namespace OpenRA.Mods.RA.AI
p.PlayerName, buildings.Length);
foreach (var a in buildings)
{
CPos newRallyPoint = ChooseRallyLocationNear(a.Actor.Location);
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = newRallyPoint });
}
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor.Location) });
}
//won't work for shipyards...
// Won't work for shipyards...
CPos ChooseRallyLocationNear(CPos startPos)
{
var possibleRallyPoints = world.FindTilesInCircle(startPos, 8).Where(IsRallyPointValid).ToArray();
if (possibleRallyPoints.Length == 0)
var possibleRallyPoints = world.FindTilesInCircle(startPos, 8)
.Where(IsRallyPointValid);
if (!possibleRallyPoints.Any())
{
BotDebug("Bot Bug: No possible rallypoint near {0}", startPos);
return startPos;
@@ -672,7 +696,7 @@ namespace OpenRA.Mods.RA.AI
void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
// Find and deploy our mcv
var mcv = self.World.Actors
.FirstOrDefault(a => a.Owner == p && a.HasTrait<BaseBuilding>());
@@ -680,7 +704,8 @@ namespace OpenRA.Mods.RA.AI
{
baseCenter = mcv.Location;
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>())
world.IssueOrder(new Order("DeployTransform", mcv, false));
}
@@ -714,16 +739,18 @@ namespace OpenRA.Mods.RA.AI
void TryToUseSupportPower(Actor self)
{
if (supportPowerMngr == null) return;
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
if (supportPowerMngr == null)
return;
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
foreach (var kv in powers)
{
var sp = kv.Value;
if (sp.Ready)
{
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 });
}
@@ -733,27 +760,31 @@ namespace OpenRA.Mods.RA.AI
CPos? FindAttackLocationToSupportPower(int radiusOfPower)
{
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;
int y = (world.Map.MapSize.Y % radiusOfPower) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + radiusOfPower;
var x = (world.Map.MapSize.X % radiusOfPower) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + 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 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 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();
if (enemys.Count < ally.Count || !enemys.Any())
continue;
if (enemys.Count > countUnits)
{
countUnits = enemys.Count;
resLoc = enemys.Random(random).Location;
}
}
}
return resLoc;
}
@@ -766,34 +797,28 @@ namespace OpenRA.Mods.RA.AI
void ProductionUnits(Actor self)
{
if (!HasAdequateProc()) /* Stop building until economy is back on */
// Stop building until economy is restored
if (!HasAdequateProc())
return;
if (!HasAdequateFact())
if (!self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()).Any())
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv",p).Name);
// No construction yards - Build a new MCV
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)
{
if (unitsHangingAroundTheBase.Count < 12)
{
BuildUnit(q, true);
continue;
}
BuildUnit(q, false);
}
BuildUnit(q, unitsHangingAroundTheBase.Count < 12);
}
void BuildUnit(string category, bool buildRandom)
{
// 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)
return;
ActorInfo unit;
if(buildRandom)
unit = ChooseRandomUnitToBuild(queue);
else
unit = ChooseUnitToBuild(queue);
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
@@ -801,19 +826,25 @@ namespace OpenRA.Mods.RA.AI
void BuildUnit(string category, string name)
{
var queue = FindQueues(category).FirstOrDefault( q => q.CurrentItem() == null );
if (queue == null) return;
if(Rules.Info[name] != null)
var queue = FindQueues(category).FirstOrDefault(q => q.CurrentItem() == null);
if (queue == null)
return;
if (Rules.Info[name] != null)
world.IssueOrder(Order.StartProduction(queue.self, name, 1));
}
public void Damaged(Actor self, AttackInfo e)
{
if (!enabled) return;
if (e.Attacker.Destroyed) return;
if (!e.Attacker.HasTrait<ITargetable>()) return;
// TODO: Surely we want to do this even if their destroyer died?
if (!enabled || e.Attacker.Destroyed)
return;
if (!e.Attacker.HasTrait<ITargetable>())
return;
if (Info.ShouldRepairBuildings && self.HasTrait<RepairableBuilding>())
{
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light)
{
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)
{ TargetActor = self });
}
}
if (e.Attacker != null && e.Damage > 0)
aggro[e.Attacker.Owner].Aggro += e.Damage;
//protected harvesters or building
// Protected harvesters or building
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
p.Stances[e.Attacker.Owner] == Stance.Enemy)
{