Eagerly load the trait (if it exists) in Actor, and use this reference to avoid having to perform self.Info.HasTraitInfo<IOccupySpaceInfo>() checks.
1112 lines
37 KiB
C#
1112 lines
37 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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public sealed class HackyAIInfo : IBotInfo, ITraitInfo
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{
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[Desc("Ingame name this bot uses.")]
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public readonly string Name = "Unnamed Bot";
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[Desc("Minimum number of units AI must have before attacking.")]
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public readonly int SquadSize = 8;
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[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
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public readonly int SquadSizeRandomBonus = 30;
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[Desc("Production queues AI uses for buildings.")]
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public readonly HashSet<string> BuildingQueues = new HashSet<string> { "Building" };
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[Desc("Production queues AI uses for defenses.")]
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public readonly HashSet<string> DefenseQueues = new HashSet<string> { "Defense" };
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[Desc("Delay (in ticks) between giving out orders to units.")]
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public readonly int AssignRolesInterval = 20;
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[Desc("Delay (in ticks) between attempting rush attacks.")]
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public readonly int RushInterval = 600;
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[Desc("Delay (in ticks) between updating squads.")]
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public readonly int AttackForceInterval = 30;
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[Desc("Minimum delay (in ticks) between creating squads.")]
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public readonly int MinimumAttackForceDelay = 0;
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[Desc("Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks.")]
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public readonly int MinOrderQuotientPerTick = 5;
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[Desc("Minimum excess power the AI should try to maintain.")]
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public readonly int MinimumExcessPower = 0;
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[Desc("Additional delay (in ticks) between structure production checks when there is no active production.",
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"StructureProductionRandomBonusDelay is added to this.")]
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public readonly int StructureProductionInactiveDelay = 125;
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[Desc("Additional delay (in ticks) added between structure production checks when actively building things.",
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"Note: The total delay is gamespeed OrderLatency x 4 + this + StructureProductionRandomBonusDelay.")]
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public readonly int StructureProductionActiveDelay = 0;
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[Desc("A random delay (in ticks) of up to this is added to active/inactive production delays.")]
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public readonly int StructureProductionRandomBonusDelay = 10;
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[Desc("Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
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public readonly int StructureProductionResumeDelay = 1500;
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[Desc("After how many failed attempts to place a structure should AI give up and wait",
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"for StructureProductionResumeDelay before retrying.")]
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public readonly int MaximumFailedPlacementAttempts = 3;
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[Desc("How many randomly chosen cells with resources to check when deciding refinery placement.")]
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public readonly int MaxResourceCellsToCheck = 3;
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[Desc("Delay (in ticks) until rechecking for new BaseProviders.")]
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public readonly int CheckForNewBasesDelay = 1500;
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[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
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public readonly int MinimumDefenseRadius = 5;
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[Desc("Maximum range at which to build defensive structures near a combat hotspot.")]
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public readonly int MaximumDefenseRadius = 20;
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[Desc("Try to build another production building if there is too much cash.")]
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public readonly int NewProductionCashThreshold = 5000;
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[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
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public readonly int IdleBaseUnitsMaximum = 12;
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[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
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public readonly int RushAttackScanRadius = 15;
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[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
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public readonly int ProtectUnitScanRadius = 15;
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[Desc("Radius in cells around a factory scanned for rally points by the AI.")]
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public readonly int RallyPointScanRadius = 8;
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[Desc("Minimum distance in cells from center of the base when checking for building placement.")]
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public readonly int MinBaseRadius = 2;
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[Desc("Radius in cells around the center of the base to expand.")]
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public readonly int MaxBaseRadius = 20;
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[Desc("Radius in cells around each building with ProvideBuildableArea",
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"to check for a 3x3 area of water where naval structures can be built.",
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"Should match maximum adjacency of naval structures.")]
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public readonly int CheckForWaterRadius = 8;
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[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
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public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
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[Desc("Production queues AI uses for producing units.")]
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public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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[Desc("Should the AI repair its buildings if damaged?")]
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public readonly bool ShouldRepairBuildings = true;
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string IBotInfo.Name { get { return this.Name; } }
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[Desc("What units to the AI should build.", "What % of the total army must be this type of unit.")]
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public readonly Dictionary<string, float> UnitsToBuild = null;
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[Desc("What units should the AI have a maximum limit to train.")]
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public readonly Dictionary<string, int> UnitLimits = null;
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[Desc("What buildings to the AI should build.", "What % of the total base must be this type of building.")]
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public readonly Dictionary<string, float> BuildingFractions = null;
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[Desc("Tells the AI what unit types fall under the same common name. Only supported entry is Mcv.")]
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public readonly Dictionary<string, HashSet<string>> UnitsCommonNames = null;
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[Desc("Tells the AI what building types fall under the same common name.",
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"Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction.")]
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public readonly Dictionary<string, HashSet<string>> BuildingCommonNames = null;
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[Desc("What buildings should the AI have a maximum limit to build.")]
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public readonly Dictionary<string, int> BuildingLimits = null;
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// TODO Update OpenRA.Utility/Command.cs#L300 to first handle lists and also read nested ones
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[Desc("Tells the AI how to use its support powers.")]
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[FieldLoader.LoadUsing("LoadDecisions")]
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public readonly List<SupportPowerDecision> PowerDecisions = new List<SupportPowerDecision>();
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static object LoadDecisions(MiniYaml yaml)
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{
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var ret = new List<SupportPowerDecision>();
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foreach (var d in yaml.Nodes)
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if (d.Key.Split('@')[0] == "SupportPowerDecision")
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ret.Add(new SupportPowerDecision(d.Value));
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return ret;
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}
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public object Create(ActorInitializer init) { return new HackyAI(this, init); }
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}
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public class Enemy { public int Aggro; }
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public enum BuildingType { Building, Defense, Refinery }
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public sealed class HackyAI : ITick, IBot, INotifyDamage
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{
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public MersenneTwister Random { get; private set; }
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public readonly HackyAIInfo Info;
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public CPos GetRandomBaseCenter()
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{
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var randomBaseBuilding = World.Actors.Where(
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a => a.Owner == Player
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&& a.Info.HasTraitInfo<BaseBuildingInfo>()
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&& !a.Info.HasTraitInfo<MobileInfo>())
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.RandomOrDefault(Random);
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return randomBaseBuilding != null ? randomBaseBuilding.Location : initialBaseCenter;
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}
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public Player Player { get; private set; }
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readonly DomainIndex domainIndex;
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readonly ResourceLayer resLayer;
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readonly ResourceClaimLayer territory;
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readonly IPathFinder pathfinder;
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readonly Func<Actor, bool> isEnemyUnit;
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readonly Predicate<Actor> unitCannotBeOrdered;
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Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
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Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
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CPos initialBaseCenter;
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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bool enabled;
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int ticks;
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BitArray resourceTypeIndices;
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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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List<BaseBuilder> builders = new List<BaseBuilder>();
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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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public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public readonly World World;
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public Map Map { get { return World.Map; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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int rushTicks;
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int assignRolesTicks;
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int attackForceTicks;
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int minAttackForceDelayTicks;
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readonly Queue<Order> orders = new Queue<Order>();
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public HackyAI(HackyAIInfo info, ActorInitializer init)
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{
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Info = info;
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World = init.World;
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if (World.Type == WorldType.Editor)
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return;
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domainIndex = World.WorldActor.Trait<DomainIndex>();
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resLayer = World.WorldActor.Trait<ResourceLayer>();
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territory = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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pathfinder = World.WorldActor.Trait<IPathFinder>();
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isEnemyUnit = unit =>
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Player.Stances[unit.Owner] == Stance.Enemy
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&& !unit.Info.HasTraitInfo<HuskInfo>()
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&& unit.Info.HasTraitInfo<ITargetableInfo>();
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unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
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foreach (var decision in info.PowerDecisions)
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powerDecisions.Add(decision.OrderName, decision);
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}
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public static void BotDebug(string s, params object[] args)
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{
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if (Game.Settings.Debug.BotDebug)
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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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public void Activate(Player p)
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{
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Player = p;
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enabled = true;
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playerPower = p.PlayerActor.Trait<PowerManager>();
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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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foreach (var building in Info.BuildingQueues)
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builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
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foreach (var defense in Info.DefenseQueues)
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builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
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Random = new MersenneTwister((int)p.PlayerActor.ActorID);
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// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
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var smallFractionOfRushInterval = Info.RushInterval / 20;
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rushTicks = Random.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
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// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
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assignRolesTicks = Random.Next(0, Info.AssignRolesInterval);
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attackForceTicks = Random.Next(0, Info.AttackForceInterval);
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minAttackForceDelayTicks = Random.Next(0, Info.MinimumAttackForceDelay);
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resourceTypeIndices = new BitArray(World.TileSet.TerrainInfo.Length); // Big enough
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foreach (var t in Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
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resourceTypeIndices.Set(World.TileSet.GetTerrainIndex(t.TerrainType), true);
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}
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// TODO: Possibly give this a more generic name when terrain type is unhardcoded
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public bool EnoughWaterToBuildNaval()
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{
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var baseProviders = World.Actors.Where(
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a => a.Owner == Player
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&& a.Info.HasTraitInfo<BaseProviderInfo>()
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&& !a.Info.HasTraitInfo<MobileInfo>());
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foreach (var b in baseProviders)
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{
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// TODO: Unhardcode terrain type
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// TODO2: Properly check building foundation rather than 3x3 area
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var playerWorld = Player.World;
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var countWaterCells = Map.FindTilesInCircle(b.Location, Info.MaxBaseRadius)
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.Where(c => playerWorld.Map.Contains(c)
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&& playerWorld.Map.GetTerrainInfo(c).IsWater
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&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
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.All(a => playerWorld.Map.GetTerrainInfo(a).IsWater))
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.Count();
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if (countWaterCells > 0)
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return true;
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}
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return false;
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}
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// Check whether we have at least one building providing buildable area close enough to water to build naval structures
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public bool CloseEnoughToWater()
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{
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var areaProviders = World.Actors.Where(
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a => a.Owner == Player
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&& a.Info.HasTraitInfo<GivesBuildableAreaInfo>()
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&& !a.Info.HasTraitInfo<MobileInfo>());
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foreach (var a in areaProviders)
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{
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// TODO: Unhardcode terrain type
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// TODO2: Properly check building foundation rather than 3x3 area
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var playerWorld = Player.World;
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var adjacentWater = Map.FindTilesInCircle(a.Location, Info.CheckForWaterRadius)
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.Where(c => playerWorld.Map.Contains(c)
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&& playerWorld.Map.GetTerrainInfo(c).IsWater
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&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
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.All(b => playerWorld.Map.GetTerrainInfo(b).IsWater))
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.Count();
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if (adjacentWater > 0)
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return true;
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}
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return false;
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}
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public void QueueOrder(Order order)
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{
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orders.Enqueue(order);
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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())
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return null;
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var unit = buildableThings.Random(Random);
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return HasAdequateAirUnitReloadBuildings(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())
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return null;
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var myUnits = Player.World
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.ActorsWithTrait<IPositionable>()
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.Where(a => a.Actor.Owner == Player)
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.Select(a => a.Actor.Info.Name).ToList();
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foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
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if (buildableThings.Any(b => b.Name == unit.Key))
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if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
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if (HasAdequateAirUnitReloadBuildings(Map.Rules.Actors[unit.Key]))
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return Map.Rules.Actors[unit.Key];
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return null;
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}
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int CountBuilding(string frac, Player owner)
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{
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return World.ActorsWithTrait<Building>()
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.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
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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>()
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.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
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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 null;
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return World.ActorsWithTrait<Building>()
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.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
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}
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public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
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{
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if (commonName == "ConstructionYard")
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return Map.Rules.Actors.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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public ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
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{
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return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
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}
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public ActorInfo GetInfoByCommonName(Dictionary<string, HashSet<string>> names, string commonName, Player owner)
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{
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if (!names.Any() || !names.ContainsKey(commonName))
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throw new InvalidOperationException("Can't find {0} in the HackyAI UnitsCommonNames definition.".F(commonName));
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return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(Random).Value;
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}
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public bool HasAdequateFact()
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{
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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", Player) > 0 ||
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CountBuildingByCommonName("VehiclesFactory", Player) == 0;
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}
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public bool HasAdequateProc()
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{
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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", Player) > 0 ||
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CountBuildingByCommonName("Power", Player) == 0;
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}
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public bool HasMinimumProc()
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{
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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", Player) >= 2 ||
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CountBuildingByCommonName("Power", Player) == 0 ||
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CountBuildingByCommonName("Barracks", Player) == 0;
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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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bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
|
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{
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var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
|
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if (aircraftInfo == null)
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return true;
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|
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var ammoPoolsInfo = actorInfo.TraitInfos<AmmoPoolInfo>();
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if (ammoPoolsInfo.Any(x => !x.SelfReloads))
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{
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var countOwnAir = CountUnits(actorInfo.Name, Player);
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var countBuildings = aircraftInfo.RearmBuildings.Sum(b => CountBuilding(b, Player));
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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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|
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CPos defenseCenter;
|
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public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
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{
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var bi = Map.Rules.Actors[actorType].TraitInfoOrDefault<BuildingInfo>();
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if (bi == null)
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return null;
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|
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// Find the buildable cell that is closest to pos and centered around center
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Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
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{
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var cells = Map.FindTilesInAnnulus(center, minRange, maxRange);
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|
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// Sort by distance to target if we have one
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if (center != target)
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cells = cells.OrderBy(c => (c - target).LengthSquared);
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else
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cells = cells.Shuffle(Random);
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|
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foreach (var cell in cells)
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{
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if (!World.CanPlaceBuilding(actorType, bi, cell, null))
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continue;
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|
|
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, actorType, cell))
|
|
continue;
|
|
|
|
return cell;
|
|
}
|
|
|
|
return null;
|
|
};
|
|
|
|
var baseCenter = GetRandomBaseCenter();
|
|
|
|
switch (type)
|
|
{
|
|
case BuildingType.Defense:
|
|
|
|
// Build near the closest enemy structure
|
|
var closestEnemy = World.Actors.Where(a => !a.Disposed && a.Info.HasTraitInfo<BuildingInfo>() && Player.Stances[a.Owner] == Stance.Enemy)
|
|
.ClosestTo(World.Map.CenterOfCell(defenseCenter));
|
|
|
|
var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
|
|
return findPos(defenseCenter, targetCell, Info.MinimumDefenseRadius, Info.MaximumDefenseRadius);
|
|
|
|
case BuildingType.Refinery:
|
|
|
|
// Try and place the refinery near a resource field
|
|
var nearbyResources = Map.FindTilesInAnnulus(baseCenter, Info.MinBaseRadius, Info.MaxBaseRadius)
|
|
.Where(a => resourceTypeIndices.Get(Map.GetTerrainIndex(a)))
|
|
.Shuffle(Random).Take(Info.MaxResourceCellsToCheck);
|
|
|
|
foreach (var r in nearbyResources)
|
|
{
|
|
var found = findPos(r, baseCenter, Info.MinBaseRadius, Info.MaxBaseRadius);
|
|
if (found != null)
|
|
return found;
|
|
}
|
|
|
|
// Try and find a free spot somewhere else in the base
|
|
return findPos(baseCenter, baseCenter, Info.MinBaseRadius, Info.MaxBaseRadius);
|
|
|
|
case BuildingType.Building:
|
|
return findPos(baseCenter, baseCenter, Info.MinBaseRadius, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.MaxTilesInCircleRange);
|
|
}
|
|
|
|
// Can't find a build location
|
|
return null;
|
|
}
|
|
|
|
public void Tick(Actor self)
|
|
{
|
|
if (!enabled)
|
|
return;
|
|
|
|
ticks++;
|
|
|
|
if (ticks == 1)
|
|
InitializeBase(self);
|
|
|
|
if (ticks % FeedbackTime == 0)
|
|
ProductionUnits(self);
|
|
|
|
AssignRolesToIdleUnits(self);
|
|
SetRallyPointsForNewProductionBuildings(self);
|
|
TryToUseSupportPower(self);
|
|
|
|
foreach (var b in builders)
|
|
b.Tick();
|
|
|
|
var ordersToIssueThisTick = Math.Min((orders.Count + Info.MinOrderQuotientPerTick - 1) / Info.MinOrderQuotientPerTick, orders.Count);
|
|
for (var i = 0; i < ordersToIssueThisTick; i++)
|
|
World.IssueOrder(orders.Dequeue());
|
|
}
|
|
|
|
internal Actor ChooseEnemyTarget()
|
|
{
|
|
if (Player.WinState != WinState.Undefined)
|
|
return null;
|
|
|
|
var liveEnemies = World.Players
|
|
.Where(p => Player != p && Player.Stances[p] == Stance.Enemy && p.WinState == WinState.Undefined);
|
|
|
|
if (!liveEnemies.Any())
|
|
return null;
|
|
|
|
var leastLikedEnemies = liveEnemies
|
|
.GroupBy(e => aggro[e].Aggro)
|
|
.MaxByOrDefault(g => g.Key);
|
|
|
|
var enemy = (leastLikedEnemies != null) ?
|
|
leastLikedEnemies.Random(Random) : liveEnemies.FirstOrDefault();
|
|
|
|
// Pick something worth attacking owned by that player
|
|
var target = World.Actors
|
|
.Where(a => a.Owner == enemy && a.OccupiesSpace != null)
|
|
.ClosestTo(World.Map.CenterOfCell(GetRandomBaseCenter()));
|
|
|
|
if (target == null)
|
|
{
|
|
/* Assume that "enemy" has nothing. Cool off on attacks. */
|
|
aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
|
|
Log.Write("debug", "Bot {0} couldn't find target for player {1}", Player.ClientIndex, enemy.ClientIndex);
|
|
|
|
return null;
|
|
}
|
|
|
|
// Bump the aggro slightly to avoid changing our mind
|
|
if (leastLikedEnemies.Count() > 1)
|
|
aggro[enemy].Aggro++;
|
|
|
|
return target;
|
|
}
|
|
|
|
internal Actor FindClosestEnemy(WPos pos)
|
|
{
|
|
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
|
|
}
|
|
|
|
internal Actor FindClosestEnemy(WPos pos, WDist radius)
|
|
{
|
|
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
|
|
}
|
|
|
|
List<Actor> FindEnemyConstructionYards()
|
|
{
|
|
return World.Actors.Where(a => Player.Stances[a.Owner] == Stance.Enemy && !a.IsDead
|
|
&& a.Info.HasTraitInfo<BaseBuildingInfo>() && !a.Info.HasTraitInfo<MobileInfo>()).ToList();
|
|
}
|
|
|
|
void CleanSquads()
|
|
{
|
|
squads.RemoveAll(s => !s.IsValid);
|
|
foreach (var s in squads)
|
|
s.Units.RemoveAll(unitCannotBeOrdered);
|
|
}
|
|
|
|
// Use of this function requires that one squad of this type. Hence it is a piece of shit
|
|
Squad GetSquadOfType(SquadType type)
|
|
{
|
|
return squads.FirstOrDefault(s => s.Type == type);
|
|
}
|
|
|
|
Squad RegisterNewSquad(SquadType type, Actor target = null)
|
|
{
|
|
var ret = new Squad(this, type, target);
|
|
squads.Add(ret);
|
|
return ret;
|
|
}
|
|
|
|
void AssignRolesToIdleUnits(Actor self)
|
|
{
|
|
CleanSquads();
|
|
|
|
activeUnits.RemoveAll(unitCannotBeOrdered);
|
|
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
|
|
|
|
if (--rushTicks <= 0)
|
|
{
|
|
rushTicks = Info.RushInterval;
|
|
TryToRushAttack();
|
|
}
|
|
|
|
if (--attackForceTicks <= 0)
|
|
{
|
|
attackForceTicks = Info.AttackForceInterval;
|
|
foreach (var s in squads)
|
|
s.Update();
|
|
}
|
|
|
|
if (--assignRolesTicks > 0)
|
|
return;
|
|
|
|
assignRolesTicks = Info.AssignRolesInterval;
|
|
|
|
GiveOrdersToIdleHarvesters();
|
|
FindNewUnits(self);
|
|
if (--minAttackForceDelayTicks <= 0)
|
|
{
|
|
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
|
|
CreateAttackForce();
|
|
}
|
|
|
|
FindAndDeployBackupMcv(self);
|
|
}
|
|
|
|
CPos FindNextResource(Actor self)
|
|
{
|
|
var harvInfo = self.Info.TraitInfo<HarvesterInfo>();
|
|
var mobileInfo = self.Info.TraitInfo<MobileInfo>();
|
|
var passable = (uint)mobileInfo.GetMovementClass(World.TileSet);
|
|
|
|
var path = pathfinder.FindPath(
|
|
PathSearch.Search(World, mobileInfo, self, true,
|
|
loc => domainIndex.IsPassable(self.Location, loc, passable) && self.CanHarvestAt(loc, resLayer, harvInfo, territory))
|
|
.WithCustomCost(loc => World.FindActorsInCircle(World.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
|
|
.Where(u => !u.IsDead && self.Owner.Stances[u.Owner] == Stance.Enemy)
|
|
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (World.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
|
|
.FromPoint(self.Location));
|
|
|
|
if (path.Count == 0)
|
|
return CPos.Zero;
|
|
|
|
return path[0];
|
|
}
|
|
|
|
void GiveOrdersToIdleHarvesters()
|
|
{
|
|
// Find idle harvesters and give them orders:
|
|
foreach (var a in activeUnits)
|
|
{
|
|
var harv = a.TraitOrDefault<Harvester>();
|
|
if (harv == null)
|
|
continue;
|
|
|
|
if (!a.IsIdle)
|
|
{
|
|
var act = a.GetCurrentActivity();
|
|
|
|
// A Wait activity is technically idle:
|
|
if ((act.GetType() != typeof(Wait)) &&
|
|
(act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources)))
|
|
continue;
|
|
}
|
|
|
|
if (!harv.IsEmpty)
|
|
continue;
|
|
|
|
// Tell the idle harvester to quit slacking:
|
|
var newSafeResourcePatch = FindNextResource(a);
|
|
BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(a, newSafeResourcePatch));
|
|
QueueOrder(new Order("Harvest", a, false) { TargetLocation = newSafeResourcePatch });
|
|
}
|
|
}
|
|
|
|
void FindNewUnits(Actor self)
|
|
{
|
|
var newUnits = self.World.ActorsWithTrait<IPositionable>()
|
|
.Where(a => a.Actor.Owner == Player && !a.Actor.Info.HasTraitInfo<BaseBuildingInfo>()
|
|
&& !activeUnits.Contains(a.Actor))
|
|
.Select(a => a.Actor);
|
|
|
|
foreach (var a in newUnits)
|
|
{
|
|
if (a.Info.HasTraitInfo<HarvesterInfo>())
|
|
QueueOrder(new Order("Harvest", a, false));
|
|
else
|
|
unitsHangingAroundTheBase.Add(a);
|
|
|
|
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
|
|
{
|
|
var air = GetSquadOfType(SquadType.Air);
|
|
if (air == null)
|
|
air = RegisterNewSquad(SquadType.Air);
|
|
|
|
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)
|
|
var randomizedSquadSize = Info.SquadSize + Random.Next(Info.SquadSizeRandomBonus);
|
|
|
|
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
|
|
{
|
|
var attackForce = RegisterNewSquad(SquadType.Assault);
|
|
|
|
foreach (var a in unitsHangingAroundTheBase)
|
|
if (!a.Info.HasTraitInfo<AircraftInfo>())
|
|
attackForce.Units.Add(a);
|
|
|
|
unitsHangingAroundTheBase.Clear();
|
|
}
|
|
}
|
|
|
|
void TryToRushAttack()
|
|
{
|
|
var allEnemyBaseBuilder = FindEnemyConstructionYards();
|
|
var ownUnits = activeUnits
|
|
.Where(unit => unit.Info.HasTraitInfo<AttackBaseInfo>() && !unit.Info.HasTraitInfo<AircraftInfo>() && unit.IsIdle).ToList();
|
|
|
|
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize))
|
|
return;
|
|
|
|
foreach (var b in allEnemyBaseBuilder)
|
|
{
|
|
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
|
|
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
|
|
|
|
if (rushFuzzy.CanAttack(ownUnits, enemies))
|
|
{
|
|
var target = enemies.Any() ? enemies.Random(Random) : b;
|
|
var rush = GetSquadOfType(SquadType.Rush);
|
|
if (rush == null)
|
|
rush = RegisterNewSquad(SquadType.Rush, target);
|
|
|
|
foreach (var a3 in ownUnits)
|
|
rush.Units.Add(a3);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ProtectOwn(Actor attacker)
|
|
{
|
|
var protectSq = GetSquadOfType(SquadType.Protection);
|
|
if (protectSq == null)
|
|
protectSq = RegisterNewSquad(SquadType.Protection, attacker);
|
|
|
|
if (!protectSq.IsTargetValid)
|
|
protectSq.TargetActor = attacker;
|
|
|
|
if (!protectSq.IsValid)
|
|
{
|
|
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
|
|
.Where(unit => unit.Owner == Player && !unit.Info.HasTraitInfo<BuildingInfo>()
|
|
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
|
|
|
|
foreach (var a in ownUnits)
|
|
protectSq.Units.Add(a);
|
|
}
|
|
}
|
|
|
|
bool IsRallyPointValid(CPos x, BuildingInfo info)
|
|
{
|
|
return info != null && World.IsCellBuildable(x, info);
|
|
}
|
|
|
|
void SetRallyPointsForNewProductionBuildings(Actor self)
|
|
{
|
|
foreach (var rp in self.World.ActorsWithTrait<RallyPoint>())
|
|
if (rp.Actor.Owner == Player &&
|
|
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
|
|
QueueOrder(new Order("SetRallyPoint", rp.Actor, false)
|
|
{
|
|
TargetLocation = ChooseRallyLocationNear(rp.Actor),
|
|
SuppressVisualFeedback = true
|
|
});
|
|
}
|
|
|
|
// Won't work for shipyards...
|
|
CPos ChooseRallyLocationNear(Actor producer)
|
|
{
|
|
var possibleRallyPoints = Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
|
|
.Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault<BuildingInfo>()));
|
|
|
|
if (!possibleRallyPoints.Any())
|
|
{
|
|
BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location);
|
|
return producer.Location;
|
|
}
|
|
|
|
return possibleRallyPoints.Random(Random);
|
|
}
|
|
|
|
void InitializeBase(Actor self)
|
|
{
|
|
// Find and deploy our mcv
|
|
var mcv = self.World.Actors
|
|
.FirstOrDefault(a => a.Owner == Player && a.Info.HasTraitInfo<BaseBuildingInfo>());
|
|
|
|
if (mcv != null)
|
|
{
|
|
initialBaseCenter = mcv.Location;
|
|
defenseCenter = mcv.Location;
|
|
|
|
// Don't transform the mcv if it is a fact
|
|
// HACK: This needs to query against MCVs directly
|
|
if (mcv.Info.HasTraitInfo<MobileInfo>())
|
|
QueueOrder(new Order("DeployTransform", mcv, false));
|
|
}
|
|
else
|
|
BotDebug("AI: Can't find BaseBuildUnit.");
|
|
}
|
|
|
|
// Find any newly constructed MCVs and deploy them at a sensible
|
|
// backup location within the main base.
|
|
void FindAndDeployBackupMcv(Actor self)
|
|
{
|
|
// HACK: This needs to query against MCVs directly
|
|
var mcvs = self.World.Actors
|
|
.Where(a => a.Owner == Player && a.Info.HasTraitInfo<BaseBuildingInfo>() && a.Info.HasTraitInfo<MobileInfo>());
|
|
if (!mcvs.Any())
|
|
return;
|
|
|
|
foreach (var mcv in mcvs)
|
|
{
|
|
if (mcv.IsMoving())
|
|
continue;
|
|
|
|
var factType = mcv.Info.TraitInfo<TransformsInfo>().IntoActor;
|
|
var desiredLocation = ChooseBuildLocation(factType, false, BuildingType.Building);
|
|
if (desiredLocation == null)
|
|
continue;
|
|
|
|
QueueOrder(new Order("Move", mcv, true) { TargetLocation = desiredLocation.Value });
|
|
QueueOrder(new Order("DeployTransform", mcv, true));
|
|
}
|
|
}
|
|
|
|
void TryToUseSupportPower(Actor self)
|
|
{
|
|
if (supportPowerMngr == null)
|
|
return;
|
|
|
|
foreach (var sp in supportPowerMngr.Powers.Values)
|
|
{
|
|
if (sp.Disabled)
|
|
continue;
|
|
|
|
// Add power to dictionary if not in delay dictionary yet
|
|
if (!waitingPowers.ContainsKey(sp))
|
|
waitingPowers.Add(sp, 0);
|
|
|
|
if (waitingPowers[sp] > 0)
|
|
waitingPowers[sp]--;
|
|
|
|
// If we have recently tried and failed to find a use location for a power, then do not try again until later
|
|
var isDelayed = waitingPowers[sp] > 0;
|
|
if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName))
|
|
{
|
|
var powerDecision = powerDecisions[sp.Info.OrderName];
|
|
if (powerDecision == null)
|
|
{
|
|
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName);
|
|
continue;
|
|
}
|
|
|
|
var attackLocation = FindCoarseAttackLocationToSupportPower(sp);
|
|
if (attackLocation == null)
|
|
{
|
|
BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
|
|
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Found a target location, check for precise target
|
|
attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation);
|
|
if (attackLocation == null)
|
|
{
|
|
BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, Player.PlayerName);
|
|
waitingPowers[sp] += powerDecision.GetNextScanTime(this);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Valid target found, delay by a few ticks to avoid rescanning before power fires via order
|
|
BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, Player.PlayerName);
|
|
waitingPowers[sp] += 10;
|
|
QueueOrder(new Order(sp.Info.OrderName, supportPowerMngr.Self, false) { TargetLocation = attackLocation.Value, SuppressVisualFeedback = true });
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary>
|
|
CPos? FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower)
|
|
{
|
|
CPos? bestLocation = null;
|
|
var bestAttractiveness = 0;
|
|
var powerDecision = powerDecisions[readyPower.Info.OrderName];
|
|
if (powerDecision == null)
|
|
{
|
|
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
|
|
return null;
|
|
}
|
|
|
|
var checkRadius = powerDecision.CoarseScanRadius;
|
|
for (var i = 0; i < World.Map.MapSize.X; i += checkRadius)
|
|
{
|
|
for (var j = 0; j < World.Map.MapSize.Y; j += checkRadius)
|
|
{
|
|
var consideredAttractiveness = 0;
|
|
|
|
var tl = World.Map.CenterOfCell(new CPos(i, j));
|
|
var br = World.Map.CenterOfCell(new CPos(i + checkRadius, j + checkRadius));
|
|
var targets = World.ActorMap.ActorsInBox(tl, br);
|
|
|
|
consideredAttractiveness = powerDecision.GetAttractiveness(targets, Player);
|
|
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
|
|
continue;
|
|
|
|
bestAttractiveness = consideredAttractiveness;
|
|
bestLocation = new CPos(i, j);
|
|
}
|
|
}
|
|
|
|
return bestLocation;
|
|
}
|
|
|
|
/// <summary>Detail scans an area, evaluating positions.</summary>
|
|
CPos? FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1)
|
|
{
|
|
CPos? bestLocation = null;
|
|
var bestAttractiveness = 0;
|
|
var powerDecision = powerDecisions[readyPower.Info.OrderName];
|
|
if (powerDecision == null)
|
|
{
|
|
BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName);
|
|
return null;
|
|
}
|
|
|
|
var checkRadius = powerDecision.CoarseScanRadius;
|
|
var fineCheck = powerDecision.FineScanRadius;
|
|
for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck)
|
|
{
|
|
var x = checkPos.X + i;
|
|
|
|
for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck)
|
|
{
|
|
var y = checkPos.Y + j;
|
|
var pos = World.Map.CenterOfCell(new CPos(x, y));
|
|
var consideredAttractiveness = 0;
|
|
consideredAttractiveness += powerDecision.GetAttractiveness(pos, Player);
|
|
|
|
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
|
|
continue;
|
|
|
|
bestAttractiveness = consideredAttractiveness;
|
|
bestLocation = new CPos(x, y);
|
|
}
|
|
}
|
|
|
|
return bestLocation;
|
|
}
|
|
|
|
internal IEnumerable<ProductionQueue> FindQueues(string category)
|
|
{
|
|
return World.ActorsWithTrait<ProductionQueue>()
|
|
.Where(a => a.Actor.Owner == Player && a.Trait.Info.Type == category && a.Trait.Enabled)
|
|
.Select(a => a.Trait);
|
|
}
|
|
|
|
void ProductionUnits(Actor self)
|
|
{
|
|
// Stop building until economy is restored
|
|
if (!HasAdequateProc())
|
|
return;
|
|
|
|
// No construction yards - Build a new MCV
|
|
if (!HasAdequateFact() && !self.World.Actors.Any(a =>
|
|
a.Owner == Player && a.Info.HasTraitInfo<BaseBuildingInfo>() && a.Info.HasTraitInfo<MobileInfo>()))
|
|
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", Player).Name);
|
|
|
|
foreach (var q in Info.UnitQueues)
|
|
BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);
|
|
}
|
|
|
|
void BuildUnit(string category, bool buildRandom)
|
|
{
|
|
// Pick a free queue
|
|
var queue = FindQueues(category).FirstOrDefault(q => q.CurrentItem() == null);
|
|
if (queue == null)
|
|
return;
|
|
|
|
var unit = buildRandom ?
|
|
ChooseRandomUnitToBuild(queue) :
|
|
ChooseUnitToBuild(queue);
|
|
|
|
if (unit == null)
|
|
return;
|
|
|
|
var name = unit.Name;
|
|
|
|
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
|
|
return;
|
|
|
|
if (Info.UnitLimits != null &&
|
|
Info.UnitLimits.ContainsKey(name) &&
|
|
World.Actors.Count(a => a.Owner == Player && a.Info.Name == name) >= Info.UnitLimits[name])
|
|
return;
|
|
|
|
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
|
|
}
|
|
|
|
void BuildUnit(string category, string name)
|
|
{
|
|
var queue = FindQueues(category).FirstOrDefault(q => q.CurrentItem() == null);
|
|
if (queue == null)
|
|
return;
|
|
|
|
if (Map.Rules.Actors[name] != null)
|
|
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
|
|
}
|
|
|
|
public void Damaged(Actor self, AttackInfo e)
|
|
{
|
|
if (!enabled || e.Attacker == null)
|
|
return;
|
|
|
|
if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral)
|
|
return;
|
|
|
|
var rb = self.TraitOrDefault<RepairableBuilding>();
|
|
|
|
if (Info.ShouldRepairBuildings && rb != null)
|
|
{
|
|
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive)
|
|
{
|
|
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
|
|
self, e.PreviousDamageState, e.DamageState);
|
|
QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false) { TargetActor = self });
|
|
}
|
|
}
|
|
|
|
if (e.Attacker.Disposed)
|
|
return;
|
|
|
|
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
|
|
return;
|
|
|
|
if (e.Damage > 0)
|
|
aggro[e.Attacker.Owner].Aggro += e.Damage;
|
|
|
|
// Protected harvesters or building
|
|
if ((self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>()) &&
|
|
Player.Stances[e.Attacker.Owner] == Stance.Enemy)
|
|
{
|
|
defenseCenter = e.Attacker.Location;
|
|
ProtectOwn(e.Attacker);
|
|
}
|
|
}
|
|
}
|
|
}
|