255 lines
8.6 KiB
C#
255 lines
8.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Manages AI MCVs.")]
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public class McvManagerBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Actor types that are considered MCVs (deploy into base builders).")]
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public readonly HashSet<string> McvTypes = new HashSet<string>();
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[Desc("Actor types that are considered construction yards (base builders).")]
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public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
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[Desc("Actor types that are able to produce MCVs.")]
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public readonly HashSet<string> McvFactoryTypes = new HashSet<string>();
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[Desc("Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this.")]
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public readonly int MinimumConstructionYardCount = 1;
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[Desc("Delay (in ticks) between looking for and giving out orders to new MCVs.")]
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public readonly int ScanForNewMcvInterval = 20;
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[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
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public readonly int MinBaseRadius = 2;
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[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
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"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
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public readonly int MaxBaseRadius = 20;
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[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
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public readonly bool RestrictMCVDeploymentFallbackToBase = true;
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public override object Create(ActorInitializer init) { return new McvManagerBotModule(init.Self, this); }
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}
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public class McvManagerBotModule : ConditionalTrait<McvManagerBotModuleInfo>, IBotTick, IBotPositionsUpdated, IGameSaveTraitData
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{
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public CPos GetRandomBaseCenter()
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{
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var randomConstructionYard = world.Actors.Where(a => a.Owner == player &&
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Info.ConstructionYardTypes.Contains(a.Info.Name))
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.RandomOrDefault(world.LocalRandom);
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return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
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}
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readonly World world;
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readonly Player player;
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readonly Predicate<Actor> unitCannotBeOrdered;
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IBotPositionsUpdated[] notifyPositionsUpdated;
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IBotRequestUnitProduction[] requestUnitProduction;
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CPos initialBaseCenter;
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int scanInterval;
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bool firstTick = true;
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// MCVs that the bot already knows about. Any MCV not on this list needs to be given an order.
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List<Actor> activeMCVs = new List<Actor>();
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public McvManagerBotModule(Actor self, McvManagerBotModuleInfo info)
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: base(info)
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{
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world = self.World;
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player = self.Owner;
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unitCannotBeOrdered = a => a.Owner != player || a.IsDead || !a.IsInWorld;
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}
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protected override void TraitEnabled(Actor self)
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{
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notifyPositionsUpdated = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
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requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
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// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
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scanInterval = world.LocalRandom.Next(Info.ScanForNewMcvInterval, Info.ScanForNewMcvInterval * 2);
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}
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void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
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{
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initialBaseCenter = newLocation;
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}
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void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
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void IBotTick.BotTick(IBot bot)
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{
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if (firstTick)
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{
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DeployMcvs(bot, false);
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firstTick = false;
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}
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if (--scanInterval <= 0)
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{
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scanInterval = Info.ScanForNewMcvInterval;
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DeployMcvs(bot, true);
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// No construction yards - Build a new MCV
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if (ShouldBuildMCV())
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{
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var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
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if (unitBuilder != null)
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{
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var mcvInfo = AIUtils.GetInfoByCommonName(Info.McvTypes, player);
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if (unitBuilder.RequestedProductionCount(bot, mcvInfo.Name) == 0)
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unitBuilder.RequestUnitProduction(bot, mcvInfo.Name);
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}
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}
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}
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}
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bool ShouldBuildMCV()
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{
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// Only build MCV if we don't already have one in the field.
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var allowedToBuildMCV = AIUtils.CountActorByCommonName(Info.McvTypes, player) == 0;
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if (!allowedToBuildMCV)
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return false;
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// Build MCV if we don't have the desired number of construction yards, unless we have no factory (can't build it).
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return AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) < Info.MinimumConstructionYardCount &&
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AIUtils.CountBuildingByCommonName(Info.McvFactoryTypes, player) > 0;
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}
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void DeployMcvs(IBot bot, bool chooseLocation)
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{
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activeMCVs.RemoveAll(unitCannotBeOrdered);
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var newMCVs = world.ActorsHavingTrait<Transforms>()
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.Where(a => a.Owner == player &&
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a.IsIdle &&
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Info.McvTypes.Contains(a.Info.Name) &&
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!activeMCVs.Contains(a));
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foreach (var a in newMCVs)
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activeMCVs.Add(a);
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foreach (var mcv in activeMCVs)
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DeployMcv(bot, mcv, chooseLocation);
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}
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// Find any MCV and deploy them at a sensible location.
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void DeployMcv(IBot bot, Actor mcv, bool move)
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{
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if (move)
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{
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// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
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var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase && AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) > 0;
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var transformsInfo = mcv.Info.TraitInfo<TransformsInfo>();
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var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, transformsInfo.Offset, restrictToBase);
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if (desiredLocation == null)
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return;
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bot.QueueOrder(new Order("Move", mcv, Target.FromCell(world, desiredLocation.Value), true));
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}
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// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
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// update base and defense center if the MCV is deployed immediately (i.e. at game start).
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// TODO: This could be adressed via INotifyTransform.
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foreach (var n in notifyPositionsUpdated)
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{
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n.UpdatedBaseCenter(mcv.Location);
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n.UpdatedDefenseCenter(mcv.Location);
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}
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bot.QueueOrder(new Order("DeployTransform", mcv, true));
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}
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CPos? ChooseMcvDeployLocation(string actorType, CVec offset, bool distanceToBaseIsImportant)
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{
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var actorInfo = world.Map.Rules.Actors[actorType];
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var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
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if (bi == null)
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return null;
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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 = world.Map.FindTilesInAnnulus(center, minRange, maxRange);
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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(world.LocalRandom);
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foreach (var cell in cells)
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{
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if (!world.CanPlaceBuilding(cell + offset, actorInfo, bi, null))
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continue;
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if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, player, actorInfo, cell))
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continue;
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return cell;
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}
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return null;
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};
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var baseCenter = GetRandomBaseCenter();
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return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
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distanceToBaseIsImportant ? Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange);
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}
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List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
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{
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if (IsTraitDisabled)
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return null;
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return new List<MiniYamlNode>()
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{
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new MiniYamlNode("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)),
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new MiniYamlNode("ActiveMCVs", FieldSaver.FormatValue(activeMCVs.Select(a => a.ActorID).ToArray()))
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};
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}
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void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
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{
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if (self.World.IsReplay)
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return;
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var initialBaseCenterNode = data.FirstOrDefault(n => n.Key == "InitialBaseCenter");
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if (initialBaseCenterNode != null)
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initialBaseCenter = FieldLoader.GetValue<CPos>("InitialBaseCenter", initialBaseCenterNode.Value.Value);
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var activeMCVsNode = data.FirstOrDefault(n => n.Key == "ActiveMCVs");
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if (activeMCVsNode != null)
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{
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activeMCVs.Clear();
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activeMCVs.AddRange(FieldLoader.GetValue<uint[]>("ActiveMCVs", activeMCVsNode.Value.Value)
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.Select(a => world.GetActorById(a)));
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}
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}
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}
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}
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