Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs
2020-08-05 11:29:22 +02:00

311 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI base construction.")]
public class BaseBuilderBotModuleInfo : ConditionalTraitInfo
{
[Desc("Tells the AI what building types are considered construction yards.")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered vehicle production facilities.")]
public readonly HashSet<string> VehiclesFactoryTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered refineries.")]
public readonly HashSet<string> RefineryTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered power plants.")]
public readonly HashSet<string> PowerTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered infantry production facilities.")]
public readonly HashSet<string> BarracksTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered production facilities.")]
public readonly HashSet<string> ProductionTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered naval production facilities.")]
public readonly HashSet<string> NavalProductionTypes = new HashSet<string>();
[Desc("Tells the AI what building types are considered silos (resource storage).")]
public readonly HashSet<string> SiloTypes = new HashSet<string>();
[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("Minimum distance in cells from center of the base when checking for building placement.")]
public readonly int MinBaseRadius = 2;
[Desc("Radius in cells around the center of the base to expand.")]
public readonly int MaxBaseRadius = 20;
[Desc("Minimum excess power the AI should try to maintain.")]
public readonly int MinimumExcessPower = 0;
[Desc("The targeted excess power the AI tries to maintain cannot rise above this.")]
public readonly int MaximumExcessPower = 0;
[Desc("Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.")]
public readonly int ExcessPowerIncrement = 0;
[Desc("Increase maintained excess power by ExcessPowerIncrement for every N base buildings.")]
public readonly int ExcessPowerIncreaseThreshold = 1;
[Desc("Number of refineries to build before building a barracks.")]
public readonly int InititalMinimumRefineryCount = 1;
[Desc("Number of refineries to build additionally after building a barracks.")]
public readonly int AdditionalMinimumRefineryCount = 1;
[Desc("Additional delay (in ticks) between structure production checks when there is no active production.",
"StructureProductionRandomBonusDelay is added to this.")]
public readonly int StructureProductionInactiveDelay = 125;
[Desc("Additional delay (in ticks) added between structure production checks when actively building things.",
"Note: The total delay is gamespeed OrderLatency x 4 + this + StructureProductionRandomBonusDelay.")]
public readonly int StructureProductionActiveDelay = 0;
[Desc("A random delay (in ticks) of up to this is added to active/inactive production delays.")]
public readonly int StructureProductionRandomBonusDelay = 10;
[Desc("Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
public readonly int StructureProductionResumeDelay = 1500;
[Desc("After how many failed attempts to place a structure should AI give up and wait",
"for StructureProductionResumeDelay before retrying.")]
public readonly int MaximumFailedPlacementAttempts = 3;
[Desc("How many randomly chosen cells with resources to check when deciding refinery placement.")]
public readonly int MaxResourceCellsToCheck = 3;
[Desc("Delay (in ticks) until rechecking for new BaseProviders.")]
public readonly int CheckForNewBasesDelay = 1500;
[Desc("Chance that the AI will place the defenses in the direction of the closest enemy building.")]
public readonly int PlaceDefenseTowardsEnemyChance = 100;
[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
public readonly int MinimumDefenseRadius = 5;
[Desc("Maximum range at which to build defensive structures near a combat hotspot.")]
public readonly int MaximumDefenseRadius = 20;
[Desc("Try to build another production building if there is too much cash.")]
public readonly int NewProductionCashThreshold = 5000;
[Desc("Radius in cells around a factory scanned for rally points by the AI.")]
public readonly int RallyPointScanRadius = 8;
[Desc("Radius in cells around each building with ProvideBuildableArea",
"to check for a 3x3 area of water where naval structures can be built.",
"Should match maximum adjacency of naval structures.")]
public readonly int CheckForWaterRadius = 8;
[Desc("Terrain types which are considered water for base building purposes.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
[Desc("What buildings to the AI should build.", "What integer percentage of the total base must be this type of building.")]
public readonly Dictionary<string, int> BuildingFractions = null;
[Desc("What buildings should the AI have a maximum limit to build.")]
public readonly Dictionary<string, int> BuildingLimits = null;
[Desc("When should the AI start building specific buildings.")]
public readonly Dictionary<string, int> BuildingDelays = null;
public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); }
}
public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IGameSaveTraitData,
IBotTick, IBotPositionsUpdated, IBotRespondToAttack, IBotRequestPauseUnitProduction
{
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = world.Actors.Where(a => a.Owner == player &&
Info.ConstructionYardTypes.Contains(a.Info.Name))
.RandomOrDefault(world.LocalRandom);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public CPos DefenseCenter { get { return defenseCenter; } }
readonly World world;
readonly Player player;
PowerManager playerPower;
PlayerResources playerResources;
IBotPositionsUpdated[] positionsUpdatedModules;
BitArray resourceTypeIndices;
CPos initialBaseCenter;
CPos defenseCenter;
List<BaseBuilderQueueManager> builders = new List<BaseBuilderQueueManager>();
public BaseBuilderBotModule(Actor self, BaseBuilderBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
}
protected override void Created(Actor self)
{
playerPower = self.Owner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
positionsUpdatedModules = self.Owner.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
var tileset = world.Map.Rules.TileSet;
resourceTypeIndices = new BitArray(tileset.TerrainInfo.Length); // Big enough
foreach (var t in world.Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilderQueueManager(this, building, player, playerPower, playerResources, resourceTypeIndices));
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilderQueueManager(this, defense, player, playerPower, playerResources, resourceTypeIndices));
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation)
{
defenseCenter = newLocation;
}
bool IBotRequestPauseUnitProduction.PauseUnitProduction
{
get { return !IsTraitDisabled && !HasAdequateRefineryCount; }
}
void IBotTick.BotTick(IBot bot)
{
SetRallyPointsForNewProductionBuildings(bot);
foreach (var b in builders)
b.Tick(bot);
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (e.Attacker == null || e.Attacker.Disposed)
return;
if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protect buildings
if (self.Info.HasTraitInfo<BuildingInfo>())
foreach (var n in positionsUpdatedModules)
n.UpdatedDefenseCenter(e.Attacker.Location);
}
void SetRallyPointsForNewProductionBuildings(IBot bot)
{
foreach (var rp in world.ActorsWithTrait<RallyPoint>())
{
if (rp.Actor.Owner != player)
continue;
if (rp.Trait.Path.Count == 0 || !IsRallyPointValid(rp.Trait.Path[0], rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
{
bot.QueueOrder(new Order("SetRallyPoint", rp.Actor, Target.FromCell(world, ChooseRallyLocationNear(rp.Actor)), false)
{
SuppressVisualFeedback = true
});
}
}
}
// Won't work for shipyards...
CPos ChooseRallyLocationNear(Actor producer)
{
var possibleRallyPoints = world.Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
.Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault<BuildingInfo>()));
if (!possibleRallyPoints.Any())
{
AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location);
return producer.Location;
}
return possibleRallyPoints.Random(world.LocalRandom);
}
bool IsRallyPointValid(CPos x, BuildingInfo info)
{
return info != null && world.IsCellBuildable(x, null, info);
}
public bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return !Info.RefineryTypes.Any() ||
AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player) >= MinimumRefineryCount ||
AIUtils.CountBuildingByCommonName(Info.PowerTypes, player) == 0 ||
AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) == 0;
}
}
int MinimumRefineryCount
{
get
{
return AIUtils.CountBuildingByCommonName(Info.BarracksTypes, player) > 0 ? Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount : Info.InititalMinimumRefineryCount;
}
}
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
if (IsTraitDisabled)
return null;
return new List<MiniYamlNode>()
{
new MiniYamlNode("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)),
new MiniYamlNode("DefenseCenter", FieldSaver.FormatValue(defenseCenter))
};
}
void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
{
if (self.World.IsReplay)
return;
var initialBaseCenterNode = data.FirstOrDefault(n => n.Key == "InitialBaseCenter");
if (initialBaseCenterNode != null)
initialBaseCenter = FieldLoader.GetValue<CPos>("InitialBaseCenter", initialBaseCenterNode.Value.Value);
var defenseCenterNode = data.FirstOrDefault(n => n.Key == "DefenseCenter");
if (defenseCenterNode != null)
defenseCenter = FieldLoader.GetValue<CPos>("DefenseCenter", defenseCenterNode.Value.Value);
}
}
}