#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.AI { class BaseBuilder { readonly string category; readonly HackyAI ai; 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; enum Water { NotChecked, EnoughWater, NotEnoughWater } Water waterState = Water.NotChecked; public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr) { this.ai = ai; world = p.World; player = p; playerPower = pm; playerResources = pr; this.category = category; failRetryTicks = ai.Info.StructureProductionResumeDelay; } public void Tick() { // If failed to place something N consecutive times, wait M ticks until resuming building production if (failCount >= ai.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 = ai.Info.StructureProductionResumeDelay; } if (waterState == Water.NotChecked) { if (ai.EnoughWaterToBuildNaval()) waterState = Water.EnoughWater; else { waterState = Water.NotEnoughWater; checkForBasesTicks = ai.Info.CheckForNewBasesDelay; } } if (waterState == Water.NotEnoughWater && --checkForBasesTicks <= 0) { var currentBases = world.ActorsHavingTrait().Count(a => a.Owner == player); if (currentBases > cachedBases) { cachedBases = currentBases; waterState = Water.NotChecked; } } // Only update once per second or so if (--waitTicks > 0) return; playerBuildings = world.ActorsHavingTrait().Where(a => a.Owner == player).ToArray(); var active = false; foreach (var queue in ai.FindQueues(category)) if (TickQueue(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 = ai.Random.Next(0, ai.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 + ai.Info.StructureProductionActiveDelay + randomFactor : ai.Info.StructureProductionInactiveDelay + randomFactor; } bool TickQueue(ProductionQueue queue) { var currentBuilding = queue.CurrentItem(); // Waiting to build something if (currentBuilding == null && failCount < ai.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) return false; ai.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; if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo()) type = BuildingType.Defense; else if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo()) type = BuildingType.Refinery; var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type); if (location == null) { HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item)); ai.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 == ai.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait().Count(a => a.Owner == player); } } else { failCount = 0; ai.QueueOrder(new Order("PlaceBuilding", player.PlayerActor, false) { TargetLocation = location.Value, TargetString = currentBuilding.Item, TargetActor = queue.Actor, SuppressVisualFeedback = true }); return true; } } return true; } ActorInfo GetProducibleBuilding(string commonName, IEnumerable buildables, Func orderBy = null) { HashSet actors; if (!ai.Info.BuildingCommonNames.TryGetValue(commonName, out actors)) return null; var available = buildables.Where(actor => { // Are we able to build this? if (!actors.Contains(actor.Name)) return false; if (!ai.Info.BuildingLimits.ContainsKey(actor.Name)) return true; return playerBuildings.Count(a => a.Info.Name == actor.Name) <= ai.Info.BuildingLimits[actor.Name]; }); if (orderBy != null) return available.MaxByOrDefault(orderBy); return available.RandomOrDefault(ai.Random); } bool HasSufficientPowerForActor(ActorInfo actorInfo) { return (actorInfo.TraitInfos().Where(i => i.UpgradeMinEnabledLevel < 1) .Sum(p => p.Amount) + playerPower.ExcessPower) >= ai.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("Power", buildableThings, a => a.TraitInfos().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount)); // First priority is to get out of a low power situation if (playerPower.ExcessPower < ai.Info.MinimumExcessPower) { if (power != null && power.TraitInfos().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0) { HackyAI.BotDebug("AI: {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 (!ai.HasAdequateProc() || !ai.HasMinimumProc()) { var refinery = GetProducibleBuilding("Refinery", buildableThings); if (refinery != null && HasSufficientPowerForActor(refinery)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); return refinery; } if (power != null && refinery != null && !HasSufficientPowerForActor(refinery)) { HackyAI.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 (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold) { var production = GetProducibleBuilding("Production", buildableThings); if (production != null && HasSufficientPowerForActor(production)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); return production; } if (power != null && production != null && !HasSufficientPowerForActor(production)) { HackyAI.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 == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold && ai.CloseEnoughToWater()) { var navalproduction = GetProducibleBuilding("NavalProduction", buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name); return navalproduction; } if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction)) { HackyAI.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.AlertSilo) { var silo = GetProducibleBuilding("Silo", buildableThings); if (silo != null && HasSufficientPowerForActor(silo)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); return silo; } if (power != null && silo != null && !HasSufficientPowerForActor(silo)) { HackyAI.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 ai.Info.BuildingFractions.Shuffle(ai.Random)) { var name = frac.Key; // 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 > frac.Value * playerBuildings.Length) continue; if (ai.Info.BuildingLimits.ContainsKey(name) && ai.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 (ai.Info.BuildingCommonNames.ContainsKey("NavalProduction") && ai.Info.BuildingCommonNames["NavalProduction"].Contains(name) && (waterState == Water.NotEnoughWater || !ai.CloseEnoughToWater())) continue; // Will this put us into low power? var actor = world.Map.Rules.Actors[name]; if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || !HasSufficientPowerForActor(actor)) { // Try building a power plant instead if (power != null && power.TraitInfos().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0) { if (playerPower.PowerOutageRemainingTicks > 0) HackyAI.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name); else HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return power; } } // Lets build this HackyAI.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. // HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group); return null; } } }