Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/McvManagerBotModule.cs
reaperrr 54c2894b4e Split off last bot modules
And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
2018-12-31 10:56:01 +00:00

223 lines
7.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Manages AI MCVs.")]
public class McvManagerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Actor types that are considered MCVs (deploy into base builders).")]
public readonly HashSet<string> McvTypes = new HashSet<string>();
[Desc("Actor types that are considered construction yards (base builders).")]
public readonly HashSet<string> ConstructionYardTypes = new HashSet<string>();
[Desc("Actor types that are able to produce MCVs.")]
public readonly HashSet<string> McvFactoryTypes = new HashSet<string>();
[Desc("Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this.")]
public readonly int MinimumConstructionYardCount = 1;
[Desc("Delay (in ticks) between looking for and giving out orders to new MCVs.")]
public readonly int ScanForNewMcvInterval = 20;
[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
public readonly int MinBaseRadius = 2;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
public override object Create(ActorInitializer init) { return new McvManagerBotModule(init.Self, this); }
}
public class McvManagerBotModule : ConditionalTrait<McvManagerBotModuleInfo>, IBotTick, IBotPositionsUpdated
{
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;
}
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotRequestUnitProduction[] requestUnitProduction;
CPos initialBaseCenter;
int scanInterval;
int ticks;
// MCVs that the bot already knows about. Any MCV not on this list needs to be given an order.
List<Actor> activeMCVs = new List<Actor>();
public McvManagerBotModule(Actor self, McvManagerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a.Owner != player || a.IsDead || !a.IsInWorld;
}
protected override void TraitEnabled(Actor self)
{
notifyPositionsUpdated = player.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
requestUnitProduction = player.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
scanInterval = world.LocalRandom.Next(Info.ScanForNewMcvInterval, Info.ScanForNewMcvInterval * 2);
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
void IBotTick.BotTick(IBot bot)
{
ticks++;
if (ticks == 1)
DeployMcvs(bot, false);
if (--scanInterval <= 0)
{
scanInterval = Info.ScanForNewMcvInterval;
DeployMcvs(bot, true);
// No construction yards - Build a new MCV
if (ShouldBuildMCV())
{
var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
if (unitBuilder != null)
{
var mcvInfo = AIUtils.GetInfoByCommonName(Info.McvTypes, player);
unitBuilder.RequestUnitProduction(bot, mcvInfo.Name);
}
}
}
}
bool ShouldBuildMCV()
{
// Only build MCV if we don't already have one in the field.
var allowedToBuildMCV = AIUtils.CountActorByCommonName(Info.McvTypes, player) == 0;
if (!allowedToBuildMCV)
return false;
// Build MCV if we don't have the desired number of construction yards, unless we have no factory (can't build it).
return AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) < Info.MinimumConstructionYardCount &&
AIUtils.CountBuildingByCommonName(Info.McvFactoryTypes, player) > 0;
}
void DeployMcvs(IBot bot, bool chooseLocation)
{
activeMCVs.RemoveAll(unitCannotBeOrdered);
var newMCVs = world.ActorsHavingTrait<Transforms>()
.Where(a => a.Owner == player &&
a.IsIdle &&
Info.McvTypes.Contains(a.Info.Name) &&
!activeMCVs.Contains(a));
foreach (var a in newMCVs)
activeMCVs.Add(a);
foreach (var mcv in activeMCVs)
DeployMcv(bot, mcv, chooseLocation);
}
// Find any MCV and deploy them at a sensible location.
void DeployMcv(IBot bot, Actor mcv, bool move)
{
if (move)
{
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase && AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) > 0;
var transformsInfo = mcv.Info.TraitInfo<TransformsInfo>();
var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, transformsInfo.Offset, restrictToBase);
if (desiredLocation == null)
return;
bot.QueueOrder(new Order("Move", mcv, Target.FromCell(world, desiredLocation.Value), true));
}
// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
// update base and defense center if the MCV is deployed immediately (i.e. at game start).
// TODO: This could be adressed via INotifyTransform.
foreach (var n in notifyPositionsUpdated)
{
n.UpdatedBaseCenter(mcv.Location);
n.UpdatedDefenseCenter(mcv.Location);
}
bot.QueueOrder(new Order("DeployTransform", mcv, true));
}
CPos? ChooseMcvDeployLocation(string actorType, CVec offset, bool distanceToBaseIsImportant)
{
var actorInfo = world.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<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 = world.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(world.LocalRandom);
foreach (var cell in cells)
{
if (!world.CanPlaceBuilding(cell + offset, actorInfo, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, player, actorInfo, cell))
continue;
return cell;
}
return null;
};
var baseCenter = GetRandomBaseCenter();
return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
distanceToBaseIsImportant ? Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange);
}
}
}