#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections; using System.Collections.Generic; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { class BaseBuilderQueueManager { readonly string category; readonly BaseBuilderBotModule baseBuilder; readonly World world; readonly Player player; readonly PowerManager playerPower; readonly PlayerResources playerResources; int waitTicks; Actor[] playerBuildings; int failCount; int failRetryTicks; int checkForBasesTicks; int cachedBases; int cachedBuildings; int minimumExcessPower; BitArray resourceTypeIndices; WaterCheck waterState = WaterCheck.NotChecked; public BaseBuilderQueueManager(BaseBuilderBotModule baseBuilder, string category, Player p, PowerManager pm, PlayerResources pr, BitArray resourceTypeIndices) { this.baseBuilder = baseBuilder; world = p.World; player = p; playerPower = pm; playerResources = pr; this.category = category; failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay; minimumExcessPower = baseBuilder.Info.MinimumExcessPower; this.resourceTypeIndices = resourceTypeIndices; } public void Tick(IBot bot) { // If failed to place something N consecutive times, wait M ticks until resuming building production if (failCount >= baseBuilder.Info.MaximumFailedPlacementAttempts && --failRetryTicks <= 0) { var currentBuildings = world.ActorsHavingTrait().Count(a => a.Owner == player); var baseProviders = world.ActorsHavingTrait().Count(a => a.Owner == player); // Only bother resetting failCount if either a) the number of buildings has decreased since last failure M ticks ago, // or b) number of BaseProviders (construction yard or similar) has increased since then. // Otherwise reset failRetryTicks instead to wait again. if (currentBuildings < cachedBuildings || baseProviders > cachedBases) failCount = 0; else failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay; } if (waterState == WaterCheck.NotChecked) { if (AIUtils.IsAreaAvailable(world, player, world.Map, baseBuilder.Info.MaxBaseRadius, baseBuilder.Info.WaterTerrainTypes)) waterState = WaterCheck.EnoughWater; else { waterState = WaterCheck.NotEnoughWater; checkForBasesTicks = baseBuilder.Info.CheckForNewBasesDelay; } } if (waterState == WaterCheck.NotEnoughWater && --checkForBasesTicks <= 0) { var currentBases = world.ActorsHavingTrait().Count(a => a.Owner == player); if (currentBases > cachedBases) { cachedBases = currentBases; waterState = WaterCheck.NotChecked; } } // Only update once per second or so if (--waitTicks > 0) return; playerBuildings = world.ActorsHavingTrait().Where(a => a.Owner == player).ToArray(); var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Count() / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue)); minimumExcessPower = (baseBuilder.Info.MinimumExcessPower + excessPowerBonus).Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower); var active = false; foreach (var queue in AIUtils.FindQueues(player, category)) if (TickQueue(bot, queue)) active = true; // Add a random factor so not every AI produces at the same tick early in the game. // Minimum should not be negative as delays in HackyAI could be zero. var randomFactor = world.LocalRandom.Next(0, baseBuilder.Info.StructureProductionRandomBonusDelay); // Needs to be at least 4 * OrderLatency because otherwise the AI frequently duplicates build orders (i.e. makes the same build decision twice) waitTicks = active ? 4 * world.LobbyInfo.GlobalSettings.OrderLatency + baseBuilder.Info.StructureProductionActiveDelay + randomFactor : baseBuilder.Info.StructureProductionInactiveDelay + randomFactor; } bool TickQueue(IBot bot, ProductionQueue queue) { var currentBuilding = queue.AllQueued().FirstOrDefault(); // Waiting to build something if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) return false; bot.QueueOrder(Order.StartProduction(queue.Actor, item.Name, 1)); } else if (currentBuilding != null && currentBuilding.Done) { // Production is complete // Choose the placement logic // HACK: HACK HACK HACK // TODO: Derive this from BuildingCommonNames instead var type = BuildingType.Building; CPos? location = null; string orderString = "PlaceBuilding"; // Check if Building is a plug for other Building var actorInfo = world.Map.Rules.Actors[currentBuilding.Item]; var plugInfo = actorInfo.TraitInfoOrDefault(); if (plugInfo != null) { var possibleBuilding = world.ActorsWithTrait().FirstOrDefault(a => a.Actor.Owner == player && a.Trait.AcceptsPlug(a.Actor, plugInfo.Type)); if (possibleBuilding != null) { orderString = "PlacePlug"; location = possibleBuilding.Actor.Location + possibleBuilding.Trait.Info.Offset; } } else { // Check if Building is a defense and if we should place it towards the enemy or not. if (actorInfo.HasTraitInfo() && world.LocalRandom.Next(100) < baseBuilder.Info.PlaceDefenseTowardsEnemyChance) type = BuildingType.Defense; else if (baseBuilder.Info.RefineryTypes.Contains(actorInfo.Name)) type = BuildingType.Refinery; location = ChooseBuildLocation(currentBuilding.Item, true, type); } if (location == null) { AIUtils.BotDebug("{0} has nowhere to place {1}".F(player, currentBuilding.Item)); bot.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1)); failCount += failCount; // If we just reached the maximum fail count, cache the number of current structures if (failCount == baseBuilder.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait().Count(a => a.Owner == player); } } else { failCount = 0; bot.QueueOrder(new Order(orderString, player.PlayerActor, Target.FromCell(world, location.Value), false) { // Building to place TargetString = currentBuilding.Item, // Actor ID to associate the placement with ExtraData = queue.Actor.ActorID, SuppressVisualFeedback = true }); return true; } } return true; } ActorInfo GetProducibleBuilding(HashSet actors, IEnumerable buildables, Func orderBy = null) { var available = buildables.Where(actor => { // Are we able to build this? if (!actors.Contains(actor.Name)) return false; if (!baseBuilder.Info.BuildingLimits.ContainsKey(actor.Name)) return true; return playerBuildings.Count(a => a.Info.Name == actor.Name) < baseBuilder.Info.BuildingLimits[actor.Name]; }); if (orderBy != null) return available.MaxByOrDefault(orderBy); return available.RandomOrDefault(world.LocalRandom); } bool HasSufficientPowerForActor(ActorInfo actorInfo) { return playerPower == null || (actorInfo.TraitInfos().Where(i => i.EnabledByDefault) .Sum(p => p.Amount) + playerPower.ExcessPower) >= baseBuilder.Info.MinimumExcessPower; } ActorInfo ChooseBuildingToBuild(ProductionQueue queue) { var buildableThings = queue.BuildableItems(); // This gets used quite a bit, so let's cache it here var power = GetProducibleBuilding(baseBuilder.Info.PowerTypes, buildableThings, a => a.TraitInfos().Where(i => i.EnabledByDefault).Sum(p => p.Amount)); // First priority is to get out of a low power situation if (playerPower != null && playerPower.ExcessPower < minimumExcessPower) { if (power != null && power.TraitInfos().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name); return power; } } // Next is to build up a strong economy if (!baseBuilder.HasAdequateRefineryCount) { var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings); if (refinery != null && HasSufficientPowerForActor(refinery)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); return refinery; } if (power != null && refinery != null && !HasSufficientPowerForActor(refinery)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Make sure that we can spend as fast as we are earning if (baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold) { var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings); if (production != null && HasSufficientPowerForActor(production)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); return production; } if (power != null && production != null && !HasSufficientPowerForActor(production)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings if (waterState == WaterCheck.EnoughWater && baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold && AIUtils.IsAreaAvailable(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes)) { var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name); return navalproduction; } if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Create some head room for resource storage if we really need it if (playerResources.Resources > 0.8 * playerResources.ResourceCapacity) { var silo = GetProducibleBuilding(baseBuilder.Info.SiloTypes, buildableThings); if (silo != null && HasSufficientPowerForActor(silo)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); return silo; } if (power != null && silo != null && !HasSufficientPowerForActor(silo)) { AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Build everything else foreach (var frac in baseBuilder.Info.BuildingFractions.Shuffle(world.LocalRandom)) { var name = frac.Key; // Does this building have initial delay, if so have we passed it? if (baseBuilder.Info.BuildingDelays != null && baseBuilder.Info.BuildingDelays.ContainsKey(name) && baseBuilder.Info.BuildingDelays[name] > world.WorldTick) continue; // Can we build this structure? if (!buildableThings.Any(b => b.Name == name)) continue; // Do we want to build this structure? var count = playerBuildings.Count(a => a.Info.Name == name); if (count * 100 > frac.Value * playerBuildings.Length) continue; if (baseBuilder.Info.BuildingLimits.ContainsKey(name) && baseBuilder.Info.BuildingLimits[name] <= count) continue; // If we're considering to build a naval structure, check whether there is enough water inside the base perimeter // and any structure providing buildable area close enough to that water. // TODO: Extend this check to cover any naval structure, not just production. if (baseBuilder.Info.NavalProductionTypes.Contains(name) && (waterState == WaterCheck.NotEnoughWater || !AIUtils.IsAreaAvailable(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))) continue; // Will this put us into low power? var actor = world.Map.Rules.Actors[name]; if (playerPower != null && (playerPower.ExcessPower < minimumExcessPower || !HasSufficientPowerForActor(actor))) { // Try building a power plant instead if (power != null && power.TraitInfos().Where(i => i.EnabledByDefault).Sum(pi => pi.Amount) > 0) { if (playerPower.PowerOutageRemainingTicks > 0) AIUtils.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name); else AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Lets build this AIUtils.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}", queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count); return actor; } // Too spammy to keep enabled all the time, but very useful when debugging specific issues. // AIUtils.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group); return null; } CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type) { var actorInfo = world.Map.Rules.Actors[actorType]; var bi = actorInfo.TraitInfoOrDefault(); if (bi == null) return null; // Find the buildable cell that is closest to pos and centered around center Func findPos = (center, target, minRange, maxRange) => { var cells = world.Map.FindTilesInAnnulus(center, minRange, maxRange); // Sort by distance to target if we have one if (center != target) cells = cells.OrderBy(c => (c - target).LengthSquared); else cells = cells.Shuffle(world.LocalRandom); foreach (var cell in cells) { if (!world.CanPlaceBuilding(cell, actorInfo, bi, null)) continue; if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, player, actorInfo, cell)) continue; return cell; } return null; }; var baseCenter = baseBuilder.GetRandomBaseCenter(); switch (type) { case BuildingType.Defense: // Build near the closest enemy structure var closestEnemy = world.ActorsHavingTrait().Where(a => !a.Disposed && player.Stances[a.Owner] == Stance.Enemy) .ClosestTo(world.Map.CenterOfCell(baseBuilder.DefenseCenter)); var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter; return findPos(baseBuilder.DefenseCenter, targetCell, baseBuilder.Info.MinimumDefenseRadius, baseBuilder.Info.MaximumDefenseRadius); case BuildingType.Refinery: // Try and place the refinery near a resource field var nearbyResources = world.Map.FindTilesInAnnulus(baseCenter, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius) .Where(a => resourceTypeIndices.Get(world.Map.GetTerrainIndex(a))) .Shuffle(world.LocalRandom).Take(baseBuilder.Info.MaxResourceCellsToCheck); foreach (var r in nearbyResources) { var found = findPos(baseCenter, r, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius); if (found != null) return found; } // Try and find a free spot somewhere else in the base return findPos(baseCenter, baseCenter, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius); case BuildingType.Building: return findPos(baseCenter, baseCenter, baseBuilder.Info.MinBaseRadius, distanceToBaseIsImportant ? baseBuilder.Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange); } // Can't find a build location return null; } } }