Files
OpenRA/OpenRA.Mods.Common/AI/HackyAI.cs
2015-09-12 08:40:40 +02:00

1087 lines
36 KiB
C#

#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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
[Desc("Ingame name this bot uses.")]
public readonly string Name = "Unnamed Bot";
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
public readonly int SquadSizeRandomBonus = 30;
[Desc("Production queues AI uses for buildings.")]
public readonly HashSet<string> BuildingQueues = new HashSet<string> { "Building" };
[Desc("Production queues AI uses for defenses.")]
public readonly HashSet<string> DefenseQueues = new HashSet<string> { "Defense" };
[Desc("Delay (in ticks) between giving out orders to units.")]
public readonly int AssignRolesInterval = 20;
[Desc("Delay (in ticks) between attempting rush attacks.")]
public readonly int RushInterval = 600;
[Desc("Delay (in ticks) between updating squads.")]
public readonly int AttackForceInterval = 30;
[Desc("Minimum delay (in ticks) between creating squads.")]
public readonly int MinimumAttackForceDelay = 0;
[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.")]
public readonly int MinOrderQuotientPerTick = 5;
[Desc("Minimum excess power the AI should try to maintain.")]
public readonly int MinimumExcessPower = 0;
[Desc("Delay (in ticks) between structure production checks when there is no active production.",
"A StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionInactiveDelay = 125;
[Desc("Delay (in ticks) between structure production checks when actively building things.",
"A StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionActiveDelay = 10;
[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("Delay (in ticks) until rechecking for new BaseProviders.")]
public readonly int CheckForNewBasesDelay = 1500;
[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("Only produce units as long as there are less than this amount of units idling inside the base.")]
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
public readonly int RushAttackScanRadius = 15;
[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
public readonly int ProtectUnitScanRadius = 15;
[Desc("Radius in cells around a factory scanned for rally points by the AI.")]
public readonly int RallyPointScanRadius = 8;
[Desc("Radius in cells around the center of the base to expand.")]
public readonly int MaxBaseRadius = 20;
[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("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("Should the AI repair its buildings if damaged?")]
public readonly bool ShouldRepairBuildings = true;
string IBotInfo.Name { get { return this.Name; } }
[Desc("What units to the AI should build.", "What % of the total army must be this type of unit.")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[Desc("What units should the AI have a maximum limit to train.")]
public readonly Dictionary<string, int> UnitLimits = null;
[Desc("What buildings to the AI should build.", "What % of the total base must be this type of building.")]
public readonly Dictionary<string, float> BuildingFractions = null;
[Desc("Tells the AI what unit types fall under the same common name.")]
public readonly Dictionary<string, HashSet<string>> UnitsCommonNames = null;
[Desc("Tells the AI what building types fall under the same common name.")]
public readonly Dictionary<string, HashSet<string>> BuildingCommonNames = null;
[Desc("What buildings should the AI have a maximum limit to build.")]
public readonly Dictionary<string, int> BuildingLimits = null;
// TODO Update OpenRA.Utility/Command.cs#L300 to first handle lists and also read nested ones
[Desc("Tells the AI how to use its support powers.")]
[FieldLoader.LoadUsing("LoadDecisions")]
public readonly List<SupportPowerDecision> PowerDecisions = new List<SupportPowerDecision>();
static object LoadDecisions(MiniYaml yaml)
{
var ret = new List<SupportPowerDecision>();
foreach (var d in yaml.Nodes)
if (d.Key.Split('@')[0] == "SupportPowerDecision")
ret.Add(new SupportPowerDecision(d.Value));
return ret;
}
public object Create(ActorInitializer init) { return new HackyAI(this, init); }
}
public class Enemy { public int Aggro; }
public enum BuildingType { Building, Defense, Refinery }
public sealed class HackyAI : ITick, IBot, INotifyDamage
{
public MersenneTwister Random { get; private set; }
public readonly HackyAIInfo Info;
public CPos GetRandomBaseCenter()
{
var randomBaseBuilding = World.Actors.Where(
a => a.Owner == Player
&& a.HasTrait<BaseBuilding>()
&& !a.HasTrait<Mobile>())
.RandomOrDefault(Random);
return randomBaseBuilding != null ? randomBaseBuilding.Location : initialBaseCenter;
}
public Player Player { get; private set; }
readonly DomainIndex domainIndex;
readonly ResourceLayer resLayer;
readonly ResourceClaimLayer territory;
readonly IPathFinder pathfinder;
readonly Func<Actor, bool> isEnemyUnit;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
CPos initialBaseCenter;
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
bool enabled;
int ticks;
BitArray resourceTypeIndices;
RushFuzzy rushFuzzy = new RushFuzzy();
Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
List<BaseBuilder> builders = new List<BaseBuilder>();
List<Squad> squads = new List<Squad>();
List<Actor> unitsHangingAroundTheBase = 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>();
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public readonly World World;
public Map Map { get { return World.Map; } }
IBotInfo IBot.Info { get { return this.Info; } }
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
readonly Queue<Order> orders = new Queue<Order>();
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
World = init.World;
if (World.Type == WorldType.Editor)
return;
domainIndex = World.WorldActor.Trait<DomainIndex>();
resLayer = World.WorldActor.Trait<ResourceLayer>();
territory = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
pathfinder = World.WorldActor.Trait<IPathFinder>();
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>();
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
}
public static void BotDebug(string s, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
Game.Debug(s, args);
}
// Called by the host's player creation code
public void Activate(Player p)
{
Player = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
Random = new MersenneTwister((int)p.PlayerActor.ActorID);
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = Random.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = Random.Next(0, Info.AssignRolesInterval);
attackForceTicks = Random.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = Random.Next(0, Info.MinimumAttackForceDelay);
resourceTypeIndices = new BitArray(World.TileSet.TerrainInfo.Length); // Big enough
foreach (var t in Map.Rules.Actors["world"].Traits.WithInterface<ResourceTypeInfo>())
resourceTypeIndices.Set(World.TileSet.GetTerrainIndex(t.TerrainType), true);
}
// TODO: Possibly give this a more generic name when terrain type is unhardcoded
public bool EnoughWaterToBuildNaval()
{
var baseProviders = World.Actors.Where(
a => a.Owner == Player
&& a.HasTrait<BaseProvider>()
&& !a.HasTrait<Mobile>());
foreach (var b in baseProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var countWaterCells = Map.FindTilesInCircle(b.Location, Info.MaxBaseRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(a => playerWorld.Map.GetTerrainInfo(a).IsWater))
.Count();
if (countWaterCells > 0)
return true;
}
return false;
}
// Check whether we have at least one building providing buildable area close enough to water to build naval structures
public bool CloseEnoughToWater()
{
var areaProviders = World.Actors.Where(
a => a.Owner == Player
&& a.HasTrait<GivesBuildableArea>()
&& !a.HasTrait<Mobile>());
foreach (var a in areaProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var adjacentWater = Map.FindTilesInCircle(a.Location, Info.CheckForWaterRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(b => playerWorld.Map.GetTerrainInfo(b).IsWater))
.Count();
if (adjacentWater > 0)
return true;
}
return false;
}
public void QueueOrder(Order order)
{
orders.Enqueue(order);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.Random(Random);
return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = Player.World
.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == Player)
.Select(a => a.Actor.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
if (HasAdequateAirUnitReloadBuildings(Map.Rules.Actors[unit.Key]))
return Map.Rules.Actors[unit.Key];
return null;
}
int CountBuilding(string frac, Player owner)
{
return World.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
}
int CountUnits(string unit, Player owner)
{
return World.ActorsWithTrait<IPositionable>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
}
int? CountBuildingByCommonName(string commonName, Player owner)
{
if (!Info.BuildingCommonNames.ContainsKey(commonName))
return null;
return World.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
}
public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
{
if (commonName == "ConstructionYard")
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(Random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
}
public ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
{
return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
}
public ActorInfo GetInfoByCommonName(Dictionary<string, HashSet<string>> names, string commonName, Player owner)
{
if (!names.Any() || !names.ContainsKey(commonName))
throw new InvalidOperationException("Can't find {0} in the HackyAI UnitsCommonNames definition.".F(commonName));
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(Random).Value;
}
public bool HasAdequateFact()
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return CountBuildingByCommonName("ConstructionYard", Player) > 0 ||
CountBuildingByCommonName("VehiclesFactory", Player) == 0;
}
public bool HasAdequateProc()
{
// Require at least one refinery, unless we have no power (can't build it).
return CountBuildingByCommonName("Refinery", Player) > 0 ||
CountBuildingByCommonName("Power", Player) == 0;
}
public bool HasMinimumProc()
{
// Require at least two refineries, unless we have no power (can't build it)
// or barracks (higher priority?)
return CountBuildingByCommonName("Refinery", Player) >= 2 ||
CountBuildingByCommonName("Power", Player) == 0 ||
CountBuildingByCommonName("Barracks", Player) == 0;
}
// For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.Traits.GetOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
var ammoPoolsInfo = actorInfo.Traits.WithInterface<AmmoPoolInfo>();
if (ammoPoolsInfo.Any(x => !x.SelfReloads))
{
var countOwnAir = CountUnits(actorInfo.Name, Player);
var countBuildings = aircraftInfo.RearmBuildings.Sum(b => CountBuilding(b, Player));
if (countOwnAir >= countBuildings)
return false;
}
return true;
}
CPos defenseCenter;
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
{
var bi = Map.Rules.Actors[actorType].Traits.GetOrDefault<BuildingInfo>();
if (bi == null)
return null;
// Find the buildable cell that is closest to pos and centered around center
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
{
var cells = 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(Random);
foreach (var cell in cells)
{
if (!World.CanPlaceBuilding(actorType, bi, cell, null))
continue;
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.HasTrait<Building>() && 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.FindTilesInCircle(baseCenter, Info.MaxBaseRadius)
.Where(a => resourceTypeIndices.Get(Map.GetTerrainIndex(a)))
.Shuffle(Random);
foreach (var c in nearbyResources)
{
var found = findPos(c, baseCenter, 0, Info.MaxBaseRadius);
if (found != null)
return found;
}
// Try and find a free spot somewhere else in the base
return findPos(baseCenter, baseCenter, 0, Info.MaxBaseRadius);
case BuildingType.Building:
return findPos(baseCenter, baseCenter, 0, 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.HasTrait<IOccupySpace>())
.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.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
}
void CleanSquads()
{
squads.RemoveAll(s => !s.IsValid);
foreach (var s in squads)
s.Units.RemoveAll(a => a.IsDead || a.Owner != Player);
}
// 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(a => a.IsDead || a.Owner != Player);
unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != Player);
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.Traits.Get<HarvesterInfo>();
var mobileInfo = self.Info.Traits.Get<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.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor))
.Select(a => a.Actor);
foreach (var a in newUnits)
{
if (a.HasTrait<Harvester>())
QueueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>())
{
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.HasTrait<Aircraft>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits
.Where(unit => unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() && 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.HasTrait<AttackBase>()).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.HasTrait<Building>()
&& unit.HasTrait<AttackBase>());
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)
{
var buildings = self.World.ActorsWithTrait<RallyPoint>()
.Where(rp => rp.Actor.Owner == Player &&
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.Traits.GetOrDefault<BuildingInfo>())).ToArray();
foreach (var a in buildings)
QueueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.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.Traits.GetOrDefault<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.HasTrait<BaseBuilding>());
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.HasTrait<Mobile>())
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.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
if (!mcvs.Any())
return;
foreach (var mcv in mcvs)
{
if (mcv.IsMoving())
continue;
var factType = mcv.Info.Traits.Get<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;
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
foreach (var kv in powers)
{
var sp = kv.Value;
// 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.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()))
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
&& Info.UnitsToBuild.ContainsKey(unit.Name)
&& (!Info.UnitLimits.ContainsKey(unit.Name)
|| World.Actors.Count(a => a.Info.Name == unit.Name && a.Owner == Player) < Info.UnitLimits[unit.Name]))
QueueOrder(Order.StartProduction(queue.Actor, unit.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.HasTrait<ITargetable>())
return;
if (e.Damage > 0)
aggro[e.Attacker.Owner].Aggro += e.Damage;
// Protected harvesters or building
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
Player.Stances[e.Attacker.Owner] == Stance.Enemy)
{
defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker);
}
}
}
}