Files
OpenRA/OpenRA.Mods.RA/HackyAI.cs
2010-08-25 19:23:25 +12:00

337 lines
12 KiB
C#

using System.Linq;
using OpenRA.Traits;
using System;
using System.Collections.Generic;
//TODO:
// [y] never give harvesters orders
// maybe move rally points when a rally point gets blocked (by units or buildings)
// Don't send attack forces to your own spawn point
// effectively clear the area around the production buildings' spawn points.
// don't spam the build unit button, only queue one unit then wait for the backoff period.
// just make the build unit action only occur once every second.
// build defense buildings
// later:
// don't build units randomly, have a method to it.
// explore spawn points methodically
// once you find a player, attack the player instead of spawn points.
namespace OpenRA.Mods.RA
{
class HackyAIInfo : TraitInfo<HackyAI> { }
/* a pile of hacks, which control a local player on the host. */
class HackyAI : ITick, IBot
{
bool enabled;
int ticks;
Player p;
ProductionQueue productionQueue;
PlayerResources playerResources;
int2 baseCenter;
Random random = new Random(); //we do not use the synced random number generator.
Dictionary<string, float> buildingFractions = new Dictionary<string, float>
{
{ "proc", .2f },
{ "barr", .05f },
{ "tent", .05f },
{ "weap", .05f },
{ "atek", .01f },
{ "stek", .01f },
{ "silo", .05f },
{ "fix", .01f },
{ "hpad", .01f },
{ "afld", .01f },
{ "dome", .01f },
};
enum BuildState
{
ChooseItem,
WaitForProduction,
WaitForFeedback,
}
int lastThinkTick = 0;
const int MaxBaseDistance = 15;
BuildState state = BuildState.WaitForFeedback;
/* called by the host's player creation code */
public void Activate(Player p)
{
this.p = p;
enabled = true;
productionQueue = p.PlayerActor.Trait<ProductionQueue>();
playerResources = p.PlayerActor.Trait<PlayerResources>();
}
int GetPowerProvidedBy(string building)
{
var bi = Rules.Info[building].Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0;
return bi.Power;
}
string ChooseRandomUnitToBuild(string category)
{
var buildableThings = Rules.TechTree.BuildableItems(p, category).ToArray();
if (buildableThings.Length == 0) return null;
return buildableThings[random.Next(buildableThings.Length)];
}
string ChooseBuildingToBuild()
{
var buildableThings = Rules.TechTree.BuildableItems(p, "Building").ToArray();
if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */
{
/* find the best thing we can build which produces power */
var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
if (best != null)
{
Game.Debug("AI: Need more power, so {0} is best choice.".F(best));
return best;
}
else
Game.Debug("AI: Need more power, but can't build anything that produces it.");
}
var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select( a => a.Actor.Info.Name ).ToArray();
foreach (var frac in buildingFractions)
if (buildableThings.Contains(frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
return frac.Key;
return null;
}
int2? ChooseBuildLocation(ProductionItem item)
{
var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
for (var k = 0; k < MaxBaseDistance; k++)
foreach (var t in Game.world.FindTilesInCircle(baseCenter, k))
if (Game.world.CanPlaceBuilding(item.Item, bi, t, null))
if (Game.world.IsCloseEnoughToBase(p, item.Item, bi, t))
return t;
return null; // i don't know where to put it.
}
const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public void Tick(Actor self)
{
if (!enabled)
return;
ticks++;
if (ticks == 10)
{
DeployMcv(self);
}
if (ticks % feedbackTime == 0)
{
//about once every second, perform unintelligent cleanup tasks.
//e.g. ClearAreaAroundSpawnPoints();
//e.g. start repairing damaged buildings.
BuildRandom("Vehicle");
BuildRandom("Infantry");
BuildRandom("Plane");
}
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
BuildBuildings();
//build Defense
//build Ship
}
//hacks etc sigh mess.
//A bunch of hardcoded lists to keep track of which units are doing what.
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
List<Actor> attackForce = 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>();
//This is purely to identify production buildings that don't have a rally point set.
List<Actor> activeProductionBuildings = new List<Actor>();
private void AssignRolesToIdleUnits(Actor self)
{
//don't select harvesters.
var newUnits = self.World.Queries.OwnedBy[p]
.Where(a => ((a.Info.Category == "Infantry" || a.Info.Category == "Vehicle")
&& a.Info != Rules.Info["harv"]
&& !activeUnits.Contains(a))).ToArray();
foreach (var a in newUnits)
{
Game.Debug("AI: Found a newly built unit");
unitsHangingAroundTheBase.Add(a);
activeUnits.Add(a);
}
/* Create an attack force when we have enough units around our base. */
// (don't bother leaving any behind for defense.)
if (unitsHangingAroundTheBase.Count > 5)
{
Game.Debug("Launch an attack.");
int2[] spawnPoints = Game.world.Map.SpawnPoints.ToArray();
// At the start of the game, all you can do is investigate each spawn point
// until you learn where some other players are.
// this sometimes sends an attack to the bot's own spawn point,
// which is a leading cause of blocking the spawn points :(
int2 attackTarget = spawnPoints[random.Next(0, spawnPoints.Length)];
foreach (var a in unitsHangingAroundTheBase)
{
attackForce.Add(a);
tryToMove(a, attackTarget);
}
unitsHangingAroundTheBase.Clear();
}
}
private void SetRallyPointsForNewProductionBuildings(Actor self)
{
var newProdBuildings = self.World.Queries.OwnedBy[p]
.Where(a => (a.Info.Category == "Building"
&& a.TraitOrDefault<RallyPoint>() != null
&& !activeProductionBuildings.Contains(a))).ToArray();
foreach (var a in newProdBuildings)
{
activeProductionBuildings.Add(a);
int2 newRallyPoint = ChooseRallyLocationNear(a.Location);
Game.IssueOrder(new Order("SetRallyPoint", a, newRallyPoint));
}
}
//won't work for shipyards...
private int2 ChooseRallyLocationNear(int2 startPos)
{
foreach (var t in Game.world.FindTilesInCircle(startPos, 6))
if (Game.world.IsCellBuildable(t, false) && t != startPos)
return t;
return startPos; // i don't know where to put it.
}
//try very hard to find a valid move destination near the target.
//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
private bool tryToMove(Actor a, int2 desiredMoveTarget)
{
int2 xy;
int loopCount = 0; //avoid infinite loops.
int range = 2;
do
{
//loop until we find a valid move location
xy = new int2(desiredMoveTarget.X + random.Next(-range, range), desiredMoveTarget.Y + random.Next(-range, range));
loopCount++;
range = Math.Max(range, loopCount / 2);
if (loopCount > 10) return false;
} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
Game.IssueOrder(new Order("Move", a, xy));
return true;
}
private void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
var mcv = self.World.Queries.OwnedBy[p]
.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
if (mcv != null)
{
baseCenter = mcv.Location;
Game.IssueOrder(new Order("DeployTransform", mcv));
}
else
Game.Debug("AI: Can't find the MCV.");
}
//Build a random unit of the given type. Not going to be needed once there is actual AI...
private void BuildRandom(string category)
{
var unitInProduction = productionQueue.CurrentItem(category);
if (unitInProduction == null)
{
var unit = ChooseRandomUnitToBuild(category);
if (unit != null)
{
Game.IssueOrder(Order.StartProduction(p, unit, 1));
}
}
}
private void BuildBuildings()
{
var currentBuilding = productionQueue.CurrentItem("Building");
switch (state)
{
case BuildState.ChooseItem:
{
var item = ChooseBuildingToBuild();
if (item == null)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ticks;
}
else
{
state = BuildState.WaitForProduction;
Game.IssueOrder(Order.StartProduction(p, item, 1));
}
}
break;
case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused)
Game.IssueOrder(Order.PauseProduction(p, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ticks;
/* place the building */
var location = ChooseBuildLocation(currentBuilding);
if (location == null)
{
Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
Game.IssueOrder(Order.CancelProduction(p, currentBuilding.Item));
}
else
{
Game.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;
case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime)
state = BuildState.ChooseItem;
break;
}
}
}
}