#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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.Generic; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [TraitLocation(SystemActors.Player)] [Desc("Manages AI base construction.")] public class BaseBuilderBotModuleInfo : ConditionalTraitInfo { [Desc("Tells the AI what building types are considered construction yards.")] public readonly HashSet ConstructionYardTypes = new(); [Desc("Tells the AI what building types are considered vehicle production facilities.")] public readonly HashSet VehiclesFactoryTypes = new(); [Desc("Tells the AI what building types are considered refineries.")] public readonly HashSet RefineryTypes = new(); [Desc("Tells the AI what building types are considered power plants.")] public readonly HashSet PowerTypes = new(); [Desc("Tells the AI what building types are considered infantry production facilities.")] public readonly HashSet BarracksTypes = new(); [Desc("Tells the AI what building types are considered production facilities.")] public readonly HashSet ProductionTypes = new(); [Desc("Tells the AI what building types are considered naval production facilities.")] public readonly HashSet NavalProductionTypes = new(); [Desc("Tells the AI what building types are considered silos (resource storage).")] public readonly HashSet SiloTypes = new(); [Desc("Tells the AI what building types are considered defenses.")] public readonly HashSet DefenseTypes = new(); [Desc("Production queues AI uses for buildings.")] public readonly HashSet BuildingQueues = new() { "Building" }; [Desc("Production queues AI uses for defenses.")] public readonly HashSet DefenseQueues = new() { "Defense" }; [Desc("Minimum distance in cells from center of the base when checking for building placement.")] public readonly int MinBaseRadius = 2; [Desc("Radius in cells around the center of the base to expand.")] public readonly int MaxBaseRadius = 20; [Desc("Minimum excess power the AI should try to maintain.")] public readonly int MinimumExcessPower = 0; [Desc("The targeted excess power the AI tries to maintain cannot rise above this.")] public readonly int MaximumExcessPower = 0; [Desc("Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.")] public readonly int ExcessPowerIncrement = 0; [Desc("Increase maintained excess power by ExcessPowerIncrement for every N base buildings.")] public readonly int ExcessPowerIncreaseThreshold = 1; [Desc("Number of refineries to build before building a barracks.")] public readonly int InititalMinimumRefineryCount = 1; [Desc("Number of refineries to build additionally after building a barracks.")] public readonly int AdditionalMinimumRefineryCount = 1; [Desc("Additional delay (in ticks) between structure production checks when there is no active production.", "StructureProductionRandomBonusDelay is added to this.")] public readonly int StructureProductionInactiveDelay = 125; [Desc("Additional delay (in ticks) added between structure production checks when actively building things.", "Note: this should be at least as large as the typical order latency to avoid duplicated build choices.")] public readonly int StructureProductionActiveDelay = 25; [Desc("A random delay (in ticks) of up to this is added to active/inactive production delays.")] public readonly int StructureProductionRandomBonusDelay = 10; [Desc("Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")] public readonly int StructureProductionResumeDelay = 1500; [Desc("After how many failed attempts to place a structure should AI give up and wait", "for StructureProductionResumeDelay before retrying.")] public readonly int MaximumFailedPlacementAttempts = 3; [Desc("How many randomly chosen cells with resources to check when deciding refinery placement.")] public readonly int MaxResourceCellsToCheck = 3; [Desc("Delay (in ticks) until rechecking for new BaseProviders.")] public readonly int CheckForNewBasesDelay = 1500; [Desc("Chance that the AI will place the defenses in the direction of the closest enemy building.")] public readonly int PlaceDefenseTowardsEnemyChance = 100; [Desc("Minimum range at which to build defensive structures near a combat hotspot.")] public readonly int MinimumDefenseRadius = 5; [Desc("Maximum range at which to build defensive structures near a combat hotspot.")] public readonly int MaximumDefenseRadius = 20; [Desc("Try to build another production building if there is too much cash.")] public readonly int NewProductionCashThreshold = 5000; [Desc("Radius in cells around a factory scanned for rally points by the AI.")] public readonly int RallyPointScanRadius = 8; [Desc("Radius in cells around each building with ProvideBuildableArea", "to check for a 3x3 area of water where naval structures can be built.", "Should match maximum adjacency of naval structures.")] public readonly int CheckForWaterRadius = 8; [Desc("Terrain types which are considered water for base building purposes.")] public readonly HashSet WaterTerrainTypes = new() { "Water" }; [Desc("What buildings to the AI should build.", "What integer percentage of the total base must be this type of building.")] public readonly Dictionary BuildingFractions = null; [Desc("What buildings should the AI have a maximum limit to build.")] public readonly Dictionary BuildingLimits = null; [Desc("When should the AI start building specific buildings.")] public readonly Dictionary BuildingDelays = null; [Desc("Only queue construction of a new structure when above this requirement.")] public readonly int ProductionMinCashRequirement = 500; [Desc("Delay (in ticks) between reassigning rally points.")] public readonly int AssignRallyPointsInterval = 100; public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); } } public class BaseBuilderBotModule : ConditionalTrait, IGameSaveTraitData, IBotTick, IBotPositionsUpdated, IBotRespondToAttack, IBotRequestPauseUnitProduction, INotifyActorDisposing { public CPos GetRandomBaseCenter() { var randomConstructionYard = constructionYardBuildings.Actors .RandomOrDefault(world.LocalRandom); return randomConstructionYard?.Location ?? initialBaseCenter; } public CPos DefenseCenter { get; private set; } // Actor, ActorCount. public Dictionary BuildingsBeingProduced = new(); readonly World world; readonly Player player; PowerManager playerPower; PlayerResources playerResources; IResourceLayer resourceLayer; IPathFinder pathFinder; IBotPositionsUpdated[] positionsUpdatedModules; CPos initialBaseCenter; readonly Stack> rallyPoints = new(); int assignRallyPointsTicks; readonly BaseBuilderQueueManager[] builders; int currentBuilderIndex = 0; readonly ActorIndex.OwnerAndNamesAndTrait refineryBuildings; readonly ActorIndex.OwnerAndNamesAndTrait powerBuildings; readonly ActorIndex.OwnerAndNamesAndTrait constructionYardBuildings; readonly ActorIndex.OwnerAndNamesAndTrait barracksBuildings; public BaseBuilderBotModule(Actor self, BaseBuilderBotModuleInfo info) : base(info) { world = self.World; player = self.Owner; builders = new BaseBuilderQueueManager[info.BuildingQueues.Count + info.DefenseQueues.Count]; refineryBuildings = new ActorIndex.OwnerAndNamesAndTrait(world, info.RefineryTypes, player); powerBuildings = new ActorIndex.OwnerAndNamesAndTrait(world, info.PowerTypes, player); constructionYardBuildings = new ActorIndex.OwnerAndNamesAndTrait(world, info.ConstructionYardTypes, player); barracksBuildings = new ActorIndex.OwnerAndNamesAndTrait(world, info.BarracksTypes, player); } protected override void Created(Actor self) { playerPower = self.Owner.PlayerActor.TraitOrDefault(); playerResources = self.Owner.PlayerActor.Trait(); resourceLayer = self.World.WorldActor.TraitOrDefault(); pathFinder = self.World.WorldActor.TraitOrDefault(); positionsUpdatedModules = self.Owner.PlayerActor.TraitsImplementing().ToArray(); var i = 0; foreach (var building in Info.BuildingQueues) builders[i++] = new BaseBuilderQueueManager(this, building, player, playerPower, playerResources, resourceLayer); foreach (var defense in Info.DefenseQueues) builders[i++] = new BaseBuilderQueueManager(this, defense, player, playerPower, playerResources, resourceLayer); } protected override void TraitEnabled(Actor self) { // Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay. assignRallyPointsTicks = world.LocalRandom.Next(0, Info.AssignRallyPointsInterval); } void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation) { initialBaseCenter = newLocation; } void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { DefenseCenter = newLocation; } bool IBotRequestPauseUnitProduction.PauseUnitProduction => !IsTraitDisabled && !HasAdequateRefineryCount(); void IBotTick.BotTick(IBot bot) { if (--assignRallyPointsTicks <= 0) { assignRallyPointsTicks = Math.Max(2, Info.AssignRallyPointsInterval); foreach (var rp in world.ActorsWithTrait().Where(rp => rp.Actor.Owner == player)) rallyPoints.Push(rp); } else { // PERF: Spread out rally point assignments updates across multiple ticks. var updateCount = Exts.IntegerDivisionRoundingAwayFromZero(rallyPoints.Count, assignRallyPointsTicks); for (var i = 0; i < updateCount; i++) { var rp = rallyPoints.Pop(); if (rp.Actor.Owner == player) SetRallyPoint(bot, rp); } } BuildingsBeingProduced.Clear(); // PERF: We tick only one type of valid queue at a time // if AI gets enough cash, it can fill all of its queues with enough ticks var findQueue = false; var queuesByCategory = AIUtils.FindQueuesByCategory(player); for (int i = 0, builderIndex = currentBuilderIndex; i < builders.Length; i++) { if (++builderIndex >= builders.Length) builderIndex = 0; --builders[builderIndex].WaitTicks; var queues = queuesByCategory[builders[builderIndex].Category].ToArray(); if (queues.Length != 0) { if (!findQueue) { currentBuilderIndex = builderIndex; findQueue = true; } // Refresh "BuildingsBeingProduced" only when AI can produce if (playerResources.GetCashAndResources() >= Info.ProductionMinCashRequirement) { foreach (var queue in queues) { var producing = queue.AllQueued().FirstOrDefault(); if (producing == null) continue; if (BuildingsBeingProduced.TryGetValue(producing.Item, out var number)) BuildingsBeingProduced[producing.Item] = number + 1; else BuildingsBeingProduced.Add(producing.Item, 1); } } } } builders[currentBuilderIndex].Tick(bot, queuesByCategory); } void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e) { if (e.Attacker == null || e.Attacker.Disposed) return; if (e.Attacker.Owner.RelationshipWith(self.Owner) != PlayerRelationship.Enemy) return; if (!e.Attacker.Info.HasTraitInfo()) return; // Protect buildings if (self.Info.HasTraitInfo()) foreach (var n in positionsUpdatedModules) n.UpdatedDefenseCenter(e.Attacker.Location); } void SetRallyPoint(IBot bot, TraitPair rp) { var needsRallyPoint = rp.Trait.Path.Count == 0; if (!needsRallyPoint) { var locomotors = LocomotorsForProducibles(rp.Actor); needsRallyPoint = !IsRallyPointValid(rp.Actor.Location, rp.Trait.Path[0], locomotors, rp.Actor.Info.TraitInfoOrDefault()); } if (needsRallyPoint) { bot.QueueOrder(new Order("SetRallyPoint", rp.Actor, Target.FromCell(world, ChooseRallyLocationNear(rp.Actor)), false) { SuppressVisualFeedback = true }); } } // Won't work for shipyards... CPos ChooseRallyLocationNear(Actor producer) { var locomotors = LocomotorsForProducibles(producer); var possibleRallyPoints = world.Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius) .Where(c => IsRallyPointValid(producer.Location, c, locomotors, producer.Info.TraitInfoOrDefault())) .ToList(); if (possibleRallyPoints.Count == 0) { AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location); return producer.Location; } return possibleRallyPoints.Random(world.LocalRandom); } Locomotor[] LocomotorsForProducibles(Actor producer) { var buildingInfo = producer.Info.TraitInfoOrDefault(); var productionInfo = producer.Info.TraitInfoOrDefault(); var locomotors = Array.Empty(); if (productionInfo != null && productionInfo.Produces.Length > 0) { var productionQueues = producer.Owner.PlayerActor.TraitsImplementing() .Where(pq => productionInfo.Produces.Contains(pq.Info.Type)); var producibles = productionQueues.SelectMany(pq => pq.BuildableItems()); var locomotorNames = producibles .Select(p => p.TraitInfoOrDefault()) .Where(mi => mi != null) .Select(mi => mi.Locomotor) .ToHashSet(); locomotors = world.WorldActor.TraitsImplementing() .Where(l => locomotorNames.Contains(l.Info.Name)) .ToArray(); } return locomotors; } bool IsRallyPointValid(CPos producerLocation, CPos rallyPointLocation, Locomotor[] locomotors, BuildingInfo buildingInfo) { return (pathFinder == null || locomotors.All(l => pathFinder.PathMightExistForLocomotorBlockedByImmovable(l, producerLocation, rallyPointLocation))) && (buildingInfo == null || world.IsCellBuildable(rallyPointLocation, null, buildingInfo)); } // Require at least one refinery, unless we can't build it. public bool HasAdequateRefineryCount() => Info.RefineryTypes.Count == 0 || AIUtils.CountActorByCommonName(refineryBuildings) >= MinimumRefineryCount() || AIUtils.CountActorByCommonName(powerBuildings) == 0 || AIUtils.CountActorByCommonName(constructionYardBuildings) == 0; int MinimumRefineryCount() => AIUtils.CountActorByCommonName(barracksBuildings) > 0 ? Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount : Info.InititalMinimumRefineryCount; List IGameSaveTraitData.IssueTraitData(Actor self) { if (IsTraitDisabled) return null; return new List() { new("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)), new("DefenseCenter", FieldSaver.FormatValue(DefenseCenter)) }; } void IGameSaveTraitData.ResolveTraitData(Actor self, MiniYaml data) { if (self.World.IsReplay) return; var initialBaseCenterNode = data.NodeWithKeyOrDefault("InitialBaseCenter"); if (initialBaseCenterNode != null) initialBaseCenter = FieldLoader.GetValue("InitialBaseCenter", initialBaseCenterNode.Value.Value); var defenseCenterNode = data.NodeWithKeyOrDefault("DefenseCenter"); if (defenseCenterNode != null) DefenseCenter = FieldLoader.GetValue("DefenseCenter", defenseCenterNode.Value.Value); } void INotifyActorDisposing.Disposing(Actor self) { refineryBuildings.Dispose(); powerBuildings.Dispose(); constructionYardBuildings.Dispose(); barracksBuildings.Dispose(); } } }