Initial HackyAI cleanup pass.
This commit is contained in:
@@ -25,12 +25,12 @@ namespace OpenRA.Mods.RA.AI
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public readonly string Name = "Unnamed Bot";
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public readonly int SquadSize = 8;
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//intervals
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public readonly int AssignRolesInterval = 20;
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public readonly int RushInterval = 600;
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public readonly int AttackForceInterval = 30;
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public readonly string RallypointTestBuilding = "fact"; // temporary hack to maintain previous rallypoint behavior.
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// Temporary hack to maintain previous rallypoint behavior.
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public readonly string RallypointTestBuilding = "fact";
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public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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public readonly bool ShouldRepairBuildings = true;
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@@ -51,16 +51,6 @@ namespace OpenRA.Mods.RA.AI
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[FieldLoader.LoadUsing("LoadBuildingLimits")]
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public readonly Dictionary<string, int> BuildingLimits = null;
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static object LoadActorList(MiniYaml y, string field)
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{
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return LoadList<float>(y, field);
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}
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static object LoadListList(MiniYaml y, string field)
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{
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return LoadList<string[]>(y,field);
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}
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static object LoadList<ValueType>(MiniYaml y, string field)
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{
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return y.NodesDict.ContainsKey(field)
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@@ -70,11 +60,11 @@ namespace OpenRA.Mods.RA.AI
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: new Dictionary<string, ValueType>();
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}
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static object LoadUnits(MiniYaml y) { return LoadActorList(y, "UnitsToBuild"); }
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static object LoadBuildings(MiniYaml y) { return LoadActorList(y, "BuildingFractions"); }
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static object LoadUnits(MiniYaml y) { return LoadList<float>(y, "UnitsToBuild"); }
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static object LoadBuildings(MiniYaml y) { return LoadList<float>(y, "BuildingFractions"); }
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static object LoadUnitsCommonNames(MiniYaml y) { return LoadListList(y, "UnitsCommonNames"); }
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static object LoadBuildingsCommonNames(MiniYaml y) { return LoadListList(y, "BuildingCommonNames"); }
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static object LoadUnitsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "UnitsCommonNames"); }
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static object LoadBuildingsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "BuildingCommonNames"); }
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static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); }
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@@ -87,6 +77,8 @@ namespace OpenRA.Mods.RA.AI
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public class HackyAI : ITick, IBot, INotifyDamage
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{
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static readonly List<Actor> NoActors = new List<Actor>();
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bool enabled;
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public int ticks;
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public Player p;
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@@ -95,27 +87,34 @@ namespace OpenRA.Mods.RA.AI
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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readonly BuildingInfo rallypointTestBuilding; // temporary hack
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BuildingInfo rallypointTestBuilding;
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internal readonly HackyAIInfo Info;
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string[] resourceTypes;
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RushFuzzy rushFuzzy = new RushFuzzy();
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Cache<Player,Enemy> aggro = new Cache<Player, Enemy>( _ => new Enemy() );
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Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
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BaseBuilder[] builders;
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List<Squad> squads = new List<Squad>();
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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// Units that the ai already knows about. Any unit not on this list needs to be given a role.
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List<Actor> activeUnits = new List<Actor>();
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const int MaxBaseDistance = 40;
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public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public World world { get { return p.PlayerActor.World; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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public HackyAI(HackyAIInfo Info)
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public HackyAI(HackyAIInfo info)
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{
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this.Info = Info;
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// temporary hack.
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this.rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
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Info = info;
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// Temporary hack.
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rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
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}
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public static void BotDebug(string s, params object[] args)
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@@ -124,7 +123,7 @@ namespace OpenRA.Mods.RA.AI
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Game.Debug(s, args);
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}
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/* called by the host's player creation code */
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// Called by the host's player creation code
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public void Activate(Player p)
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{
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this.p = p;
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@@ -133,8 +132,9 @@ namespace OpenRA.Mods.RA.AI
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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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builders = new BaseBuilder[] {
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new BaseBuilder( this, "Building", q => ChooseBuildingToBuild(q, false) ),
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new BaseBuilder( this, "Defense", q => ChooseBuildingToBuild(q, true) ) };
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new BaseBuilder(this, "Building", q => ChooseBuildingToBuild(q, false)),
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new BaseBuilder(this, "Defense", q => ChooseBuildingToBuild(q, true))
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};
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random = new XRandom((int)p.PlayerActor.ActorID);
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@@ -145,24 +145,24 @@ namespace OpenRA.Mods.RA.AI
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int GetPowerProvidedBy(ActorInfo building)
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{
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var bi = building.Traits.GetOrDefault<BuildingInfo>();
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if (bi == null) return 0;
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return bi.Power;
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return bi != null ? bi.Power : 0;
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}
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (!buildableThings.Any()) return null;
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var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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if (HasAdequateAirUnits(unit))
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return unit;
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if (!buildableThings.Any())
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return null;
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var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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return HasAdequateAirUnits(unit) ? unit : null;
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}
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ActorInfo ChooseUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (!buildableThings.Any()) return null;
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if (!buildableThings.Any())
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return null;
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var myUnits = p.World
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.ActorsWithTrait<IPositionable>()
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@@ -180,26 +180,33 @@ namespace OpenRA.Mods.RA.AI
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int CountBuilding(string frac, Player owner)
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{
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return world.ActorsWithTrait<Building>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac).Count();
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return world.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac)
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.Count();
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}
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int CountUnits(string unit, Player owner)
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{
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return world.ActorsWithTrait<IPositionable>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit).Count();
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return world.ActorsWithTrait<IPositionable>()
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.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit)
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.Count();
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}
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int? CountBuildingByCommonName(string commonName, Player owner)
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{
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if(Info.BuildingCommonNames.ContainsKey(commonName))
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return world.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name)).Count();
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if (!Info.BuildingCommonNames.ContainsKey(commonName))
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return null;
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return world.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name))
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.Count();
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}
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ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
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{
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if (commonName == "ConstructionYard")
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return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
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return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
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}
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@@ -210,52 +217,52 @@ namespace OpenRA.Mods.RA.AI
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ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
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{
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if (!names.Any() || !names.ContainsKey(commonName)) return null;
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if (!names.Any() || !names.ContainsKey(commonName))
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return null;
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return Rules.Info.Where(k => names[commonName].Contains(k.Key) &&
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k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value; //random is shit
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k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value;
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}
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bool HasAdequatePower()
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{
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/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */
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// note: CNC `fact` provides a small amount of power. don't get jammed because of that.
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return playerPower.PowerProvided > 50 &&
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playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
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}
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bool HasAdequateFact()
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{
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if (CountBuildingByCommonName("ConstructionYard", p) == 0 && CountBuildingByCommonName("VehiclesFactory", p) > 0)
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return false;
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return true;
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// Require at least one construction yard, unless we have no vehicles factory (can't build it).
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return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
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CountBuildingByCommonName("VehiclesFactory", p) == 0;
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}
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bool HasAdequateProc()
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{
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if (CountBuildingByCommonName("Refinery", p) == 0 && CountBuildingByCommonName("Power", p) > 0)
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return false;
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return true;
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// Require at least one refinery, unless we have no power (can't build it).
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return CountBuildingByCommonName("Refinery", p) > 0 ||
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CountBuildingByCommonName("Power", p) == 0;
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}
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bool HasMinimumProc()
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{
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if (CountBuildingByCommonName("Refinery", p) < 2 && CountBuildingByCommonName("Power", p) > 0 &&
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CountBuildingByCommonName("Barracks",p) > 0)
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return false;
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return true;
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// Require at least two refineries, unless we have no power (can't build it)
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// or barracks (higher priority?)
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return CountBuildingByCommonName("Refinery", p) >= 2 ||
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CountBuildingByCommonName("Power", p) == 0 ||
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CountBuildingByCommonName("Barracks", p) == 0;
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}
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bool HasAdequateNumber(string frac, Player owner)
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{
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if (Info.BuildingLimits.ContainsKey(frac))
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if (CountBuilding(frac, owner) < Info.BuildingLimits[frac])
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return true;
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else
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return false;
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return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
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return true;
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}
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//for mods like RA (number of building must match the number of aircraft)
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// For mods like RA (number of building must match the number of aircraft)
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bool HasAdequateAirUnits(ActorInfo actorInfo)
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{
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if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
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@@ -266,6 +273,7 @@ namespace OpenRA.Mods.RA.AI
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if (countOwnAir >= countBuildings)
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return false;
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}
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return true;
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}
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@@ -275,8 +283,8 @@ namespace OpenRA.Mods.RA.AI
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if (!isDefense)
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{
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if (!HasAdequatePower()) /* try to maintain 20% excess power */
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/* find the best thing we can build which produces power */
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// Try to maintain 20% excess power
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if (!HasAdequatePower())
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return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
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.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
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@@ -286,10 +294,12 @@ namespace OpenRA.Mods.RA.AI
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if (!HasAdequateProc() || !HasMinimumProc())
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return GetBuildingInfoByCommonName("Refinery", p);
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}
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var myBuildings = p.World
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.ActorsWithTrait<Building>()
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.Where( a => a.Actor.Owner == p )
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.Select(a => a.Actor.Info.Name).ToArray();
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.Where(a => a.Actor.Owner == p)
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.Select(a => a.Actor.Info.Name)
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.ToArray();
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foreach (var frac in Info.BuildingFractions)
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if (buildableThings.Any(b => b.Name == frac.Key))
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@@ -314,25 +324,28 @@ namespace OpenRA.Mods.RA.AI
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public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
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{
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var bi = Rules.Info[actorType].Traits.Get<BuildingInfo>();
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if (bi == null) return null;
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var bi = Rules.Info[actorType].Traits.GetOrDefault<BuildingInfo>();
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if (bi == null)
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return null;
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Func<WPos, CPos, CPos?> findPos = (WPos pos, CPos center) =>
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Func<WPos, CPos, CPos?> findPos = (pos, center) =>
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{
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for (var k = MaxBaseDistance; k >= 0; k--)
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{
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var tlist = world.FindTilesInCircle(center, k)
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.OrderBy(a => (a.CenterPosition - pos).LengthSquared);
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foreach (var t in tlist)
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if (world.CanPlaceBuilding(actorType, bi, t, null))
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if (bi.IsCloseEnoughToBase(world, p, actorType, t))
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if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
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return t;
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}
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return null;
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};
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switch(type)
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switch (type)
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{
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case BuildingType.Defense:
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Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition);
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@@ -346,19 +359,25 @@ namespace OpenRA.Mods.RA.AI
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case BuildingType.Building:
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for (var k = 0; k < maxBaseDistance; k++)
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{
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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{
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if (world.CanPlaceBuilding(actorType, bi, t, null))
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{
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if (distanceToBaseIsImportant)
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if (!bi.IsCloseEnoughToBase(world, p, actorType, t))
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if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
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continue;
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if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
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return t;
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}
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}
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}
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break;
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}
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return null; // i don't know where to put it.
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// Can't find a build location
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return null;
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}
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public void Tick(Actor self)
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@@ -384,9 +403,11 @@ namespace OpenRA.Mods.RA.AI
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internal Actor ChooseEnemyTarget()
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{
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if (p.WinState != WinState.Undefined)
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return null;
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var liveEnemies = world.Players
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.Where(q => p != q && p.Stances[q] == Stance.Enemy)
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.Where(q => p.WinState == WinState.Undefined && q.WinState == WinState.Undefined);
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.Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
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if (!liveEnemies.Any())
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return null;
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@@ -396,19 +417,13 @@ namespace OpenRA.Mods.RA.AI
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.OrderByDescending(g => g.Key)
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.FirstOrDefault();
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Player enemy;
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if (leastLikedEnemies == null)
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enemy = liveEnemies.FirstOrDefault();
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else
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enemy = leastLikedEnemies.Random(random);
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var enemy = (leastLikedEnemies != null) ?
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leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
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/* pick something worth attacking owned by that player */
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var targets = world.Actors
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.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>());
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Actor target = null;
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if (targets.Any())
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target = targets.ClosestTo(baseCenter.CenterPosition);
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// Pick something worth attacking owned by that player
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var target = world.Actors
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.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
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.ClosestTo(baseCenter.CenterPosition);
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if (target == null)
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{
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@@ -419,7 +434,7 @@ namespace OpenRA.Mods.RA.AI
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return null;
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}
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/* bump the aggro slightly to avoid changing our mind */
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// Bump the aggro slightly to avoid changing our mind
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if (leastLikedEnemies.Count() > 1)
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aggro[enemy].Aggro++;
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@@ -434,6 +449,7 @@ namespace OpenRA.Mods.RA.AI
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if (allEnemyUnits.Count > 0)
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return allEnemyUnits.ClosestTo(pos);
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return null;
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}
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@@ -445,6 +461,7 @@ namespace OpenRA.Mods.RA.AI
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if (enemyUnits.Count > 0)
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return enemyUnits.ClosestTo(pos);
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return null;
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}
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@@ -452,30 +469,26 @@ namespace OpenRA.Mods.RA.AI
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{
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var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed
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&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
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return bases != null ? bases : new List<Actor>();
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return bases ?? NoActors;
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}
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Actor FindEnemyBuildingClosestToPos(WPos pos)
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{
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var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
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&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
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return closestBuilding;
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}
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List<Squad> squads = new List<Squad>();
|
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|
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
|
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//Units that the ai already knows about. Any unit not on this list needs to be given a role.
|
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List<Actor> activeUnits = new List<Actor>();
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void CleanSquads()
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{
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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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user