525 lines
15 KiB
C#
525 lines
15 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using XRandom = OpenRA.Thirdparty.Random;
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//TODO:
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// [y] never give harvesters orders
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// maybe move rally points when a rally point gets blocked (by units or buildings)
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// Don't send attack forces to your own spawn point
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// effectively clear the area around the production buildings' spawn points.
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// don't spam the build unit button, only queue one unit then wait for the backoff period.
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// just make the build unit action only occur once every second.
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// build defense buildings
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// later:
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// don't build units randomly, have a method to it.
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// explore spawn points methodically
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// once you find a player, attack the player instead of spawn points.
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namespace OpenRA.Mods.RA
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{
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class HackyAIInfo : IBotInfo, ITraitInfo
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{
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[FieldLoader.Load]
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public readonly string Name = "Unnamed Bot";
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[FieldLoader.Load]
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public readonly int SquadSize = 8;
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string IBotInfo.Name { get { return this.Name; } }
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[FieldLoader.LoadUsing("LoadUnits")]
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public readonly Dictionary<string, float> UnitsToBuild = null;
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[FieldLoader.LoadUsing("LoadBuildings")]
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public readonly Dictionary<string, float> BuildingFractions = null;
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static object LoadUnits(MiniYaml y)
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{
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Dictionary<string, float> ret = new Dictionary<string, float>();
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foreach (var t in y.NodesDict["UnitsToBuild"].Nodes)
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ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
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return ret;
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}
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static object LoadBuildings(MiniYaml y)
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{
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Dictionary<string, float> ret = new Dictionary<string, float>();
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foreach (var t in y.NodesDict["BuildingFractions"].Nodes)
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ret.Add(t.Key, (float)FieldLoader.GetValue("units", typeof(float), t.Value.Value));
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return ret;
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}
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public object Create(ActorInitializer init) { return new HackyAI(this); }
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}
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/* a pile of hacks, which control a local player on the host. */
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class HackyAI : ITick, IBot
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{
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bool enabled;
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int ticks;
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Player p;
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PowerManager playerPower;
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int2 baseCenter;
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XRandom random = new XRandom(); //we do not use the synced random number generator.
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BaseBuilder[] builders;
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World world { get { return p.PlayerActor.World; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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readonly HackyAIInfo Info;
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public HackyAI(HackyAIInfo Info)
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{
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this.Info = Info;
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}
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enum BuildState
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{
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ChooseItem,
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WaitForProduction,
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WaitForFeedback,
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}
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const int MaxBaseDistance = 15;
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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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this.p = p;
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enabled = true;
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playerPower = p.PlayerActor.Trait<PowerManager>();
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builders = new BaseBuilder[] {
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new BaseBuilder( this, "Building", ChooseBuildingToBuild ),
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new BaseBuilder( this, "Defense", ChooseDefenseToBuild ) };
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}
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int GetPowerProvidedBy(ActorInfo building)
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{
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var bi = building.Traits.GetOrDefault<BuildingInfo>();
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if (bi == null) return 0;
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return bi.Power;
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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.Count() == 0) return null;
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return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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}
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bool HasAdequatePower()
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{
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/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */
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return playerPower.PowerProvided > 50 &&
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playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
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}
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (!HasAdequatePower()) /* try to maintain 20% excess power */
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{
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/* find the best thing we can build which produces power */
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return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
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.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
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}
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var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
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.Select(a => a.Actor.Info.Name).ToArray();
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foreach (var frac in Info.BuildingFractions)
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if (buildableThings.Any(b => b.Name == frac.Key))
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if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
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return Rules.Info[frac.Key];
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return null;
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}
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ActorInfo ChooseDefenseToBuild(ProductionQueue queue)
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{
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if (!HasAdequatePower())
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return null;
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var buildableThings = queue.BuildableItems();
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var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
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.Select(a => a.Actor.Info.Name).ToArray();
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foreach (var frac in Info.BuildingFractions)
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if (buildableThings.Any(b => b.Name == frac.Key))
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if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
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return Rules.Info[frac.Key];
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return null;
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}
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IEnumerable<int2> Neighbours(int2 c)
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{
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/* only return 4-neighbors for now, maybe add 8s later. */
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yield return c;
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yield return new int2(c.X - 1, c.Y);
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yield return new int2(c.X + 1, c.Y);
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yield return new int2(c.X, c.Y - 1);
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yield return new int2(c.X, c.Y + 1);
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}
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IEnumerable<int2> ExpandFootprint(IEnumerable<int2> cells)
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{
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var result = new Dictionary<int2, bool>();
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foreach (var c in cells.SelectMany(c => Neighbours(c)))
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result[c] = true;
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return result.Keys;
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}
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bool NoBuildingsUnder(IEnumerable<int2> cells)
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{
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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return cells.All(c => bi.GetBuildingAt(c) == null);
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}
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int2? ChooseBuildLocation(ProductionItem item)
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{
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var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
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for (var k = 0; k < MaxBaseDistance; k++)
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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if (world.CanPlaceBuilding(item.Item, bi, t, null))
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if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
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if (NoBuildingsUnder(ExpandFootprint(
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FootprintUtils.Tiles( item.Item, bi, t ))))
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return t;
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return null; // i don't know where to put it.
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}
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const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public void Tick(Actor self)
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{
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if (!enabled)
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return;
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ticks++;
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if (ticks == 10)
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{
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DeployMcv(self);
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}
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if (ticks % feedbackTime == 0)
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{
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//about once every second, perform unintelligent cleanup tasks.
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//e.g. ClearAreaAroundSpawnPoints();
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//e.g. start repairing damaged buildings.
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BuildRandom("Vehicle");
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BuildRandom("Infantry");
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BuildRandom("Plane");
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}
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AssignRolesToIdleUnits(self);
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SetRallyPointsForNewProductionBuildings(self);
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foreach (var b in builders)
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b.Tick();
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}
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//hacks etc sigh mess.
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//A bunch of hardcoded lists to keep track of which units are doing what.
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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List<Actor> attackForce = 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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//This is purely to identify production buildings that don't have a rally point set.
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List<Actor> activeProductionBuildings = new List<Actor>();
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bool IsHumanPlayer(Player p) { return !p.IsBot && !p.NonCombatant; }
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bool HasHumanPlayers()
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{
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return p.World.players.Any(a => !a.Value.IsBot && !a.Value.NonCombatant);
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}
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int2? ChooseEnemyTarget()
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{
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// Criteria for picking an enemy:
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// 1. not ourself.
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// 2. human.
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// 3. not dead.
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var possibleTargets = world.WorldActor.Trait<MPStartLocations>().Start
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.Where(kv => kv.Key != p && (!HasHumanPlayers() || IsHumanPlayer(kv.Key))
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&& p.WinState == WinState.Undefined)
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.Select(kv => kv.Value);
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return possibleTargets.Any() ? possibleTargets.Random(random) : (int2?)null;
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}
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void AssignRolesToIdleUnits(Actor self)
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{
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//HACK: trim these lists -- we really shouldn't be hanging onto all this state
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//when it's invalidated so easily, but that's Matthew/Alli's problem.
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activeUnits.RemoveAll(a => a.Destroyed);
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unitsHangingAroundTheBase.RemoveAll(a => a.Destroyed);
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attackForce.RemoveAll(a => a.Destroyed);
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activeProductionBuildings.RemoveAll(a => a.Destroyed);
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// don't select harvesters.
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var newUnits = self.World.Queries.OwnedBy[p]
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.Where(a => a.HasTrait<IMove>() && a.Info != Rules.Info["harv"]
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&& !activeUnits.Contains(a)).ToArray();
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foreach (var a in newUnits)
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{
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BotDebug("AI: Found a newly built unit");
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unitsHangingAroundTheBase.Add(a);
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activeUnits.Add(a);
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}
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/* Create an attack force when we have enough units around our base. */
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// (don't bother leaving any behind for defense.)
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if (unitsHangingAroundTheBase.Count >= Info.SquadSize)
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{
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BotDebug("Launch an attack.");
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var attackTarget = ChooseEnemyTarget();
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if (attackTarget == null)
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return;
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foreach (var a in unitsHangingAroundTheBase)
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if (TryToAttackMove(a, attackTarget.Value))
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attackForce.Add(a);
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unitsHangingAroundTheBase.Clear();
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}
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}
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void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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var newProdBuildings = self.World.Queries.OwnedBy[p]
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.Where(a => (a.TraitOrDefault<RallyPoint>() != null
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&& !activeProductionBuildings.Contains(a)
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)).ToArray();
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foreach (var a in newProdBuildings)
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{
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activeProductionBuildings.Add(a);
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int2 newRallyPoint = ChooseRallyLocationNear(a.Location);
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newRallyPoint.X += 4;
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newRallyPoint.Y += 4;
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world.IssueOrder(new Order("SetRallyPoint", a, false) { TargetLocation = newRallyPoint });
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}
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}
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//won't work for shipyards...
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int2 ChooseRallyLocationNear(int2 startPos)
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{
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Random r = new Random();
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foreach (var t in world.FindTilesInCircle(startPos, 8))
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if (world.IsCellBuildable(t, false) && t != startPos && r.Next(64) == 0)
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return t;
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return startPos; // i don't know where to put it.
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}
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int2? ChooseDestinationNear(Actor a, int2 desiredMoveTarget)
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{
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if (!a.HasTrait<IMove>())
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return null;
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int2 xy;
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int loopCount = 0; //avoid infinite loops.
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int range = 2;
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do
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{
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//loop until we find a valid move location
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xy = new int2(desiredMoveTarget.X + random.Next(-range, range), desiredMoveTarget.Y + random.Next(-range, range));
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loopCount++;
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range = Math.Max(range, loopCount / 2);
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if (loopCount > 10) return null;
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} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
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return xy;
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}
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//try very hard to find a valid move destination near the target.
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//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
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bool TryToMove(Actor a, int2 desiredMoveTarget)
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{
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var xy = ChooseDestinationNear(a, desiredMoveTarget);
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if (xy == null)
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return false;
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world.IssueOrder(new Order("Move", a, false) { TargetLocation = xy.Value });
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return true;
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}
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//try very hard to find a valid move destination near the target.
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//(Don't accept a move onto the subject's current position. maybe this is already not allowed? )
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bool TryToAttackMove(Actor a, int2 desiredMoveTarget)
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{
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var xy = ChooseDestinationNear(a, desiredMoveTarget);
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if (xy == null)
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return false;
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world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = xy.Value });
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return true;
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}
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void DeployMcv(Actor self)
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{
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/* find our mcv and deploy it */
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var mcv = self.World.Queries.OwnedBy[p]
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.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
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if (mcv != null)
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{
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baseCenter = mcv.Location;
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world.IssueOrder(new Order("DeployTransform", mcv, false));
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}
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else
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BotDebug("AI: Can't find the MCV.");
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}
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//Build a random unit of the given type. Not going to be needed once there is actual AI...
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private void BuildRandom(string category)
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{
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// Pick a free queue
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var queue = world.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p &&
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a.Trait.Info.Type == category &&
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a.Trait.CurrentItem() == null)
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.Select(a => a.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var unit = ChooseRandomUnitToBuild(queue);
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Boolean found = false;
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if (unit != null)
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{
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foreach (var un in Info.UnitsToBuild)
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{
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if (un.Key == unit.Name)
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{
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found = true;
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break;
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}
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}
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if (found == true)
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{
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world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
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}
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}
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}
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class BaseBuilder
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{
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BuildState state = BuildState.WaitForFeedback;
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string category;
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HackyAI ai;
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int lastThinkTick;
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Func<ProductionQueue, ActorInfo> chooseItem;
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public BaseBuilder(HackyAI ai, string category, Func<ProductionQueue, ActorInfo> chooseItem)
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{
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this.ai = ai;
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this.category = category;
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this.chooseItem = chooseItem;
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}
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public void Tick()
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{
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// Pick a free queue
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var queue = ai.world.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == ai.p && a.Trait.Info.Type == category)
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.Select(a => a.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var currentBuilding = queue.CurrentItem();
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switch (state)
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{
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case BuildState.ChooseItem:
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{
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var item = chooseItem(queue);
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if (item == null)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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}
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else
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{
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BotDebug("AI: Starting production of {0}".F(item.Name));
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state = BuildState.WaitForProduction;
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ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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}
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break;
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case BuildState.WaitForProduction:
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if (currentBuilding == null) return; /* let it happen.. */
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else if (currentBuilding.Paused)
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ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
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else if (currentBuilding.Done)
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{
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state = BuildState.WaitForFeedback;
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lastThinkTick = ai.ticks;
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/* place the building */
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var location = ai.ChooseBuildLocation(currentBuilding);
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if (location == null)
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{
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BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
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}
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else
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{
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ai.world.IssueOrder(new Order("PlaceBuilding", ai.p.PlayerActor, false)
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{
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TargetLocation = location.Value,
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TargetString = currentBuilding.Item
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});
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}
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}
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break;
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case BuildState.WaitForFeedback:
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if (ai.ticks - lastThinkTick > feedbackTime)
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state = BuildState.ChooseItem;
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break;
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}
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}
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}
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}
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}
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