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OpenRA/OpenRA.Mods.Common/AI/HackyAI.cs

1252 lines
43 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Mods.Common.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
class CaptureTarget<TInfoType> where TInfoType : class, ITraitInfoInterface
{
internal readonly Actor Actor;
internal readonly TInfoType Info;
/// <summary>The order string given to the capturer so they can capture this actor.</summary>
/// <example>ExternalCaptureActor</example>
internal readonly string OrderString;
internal CaptureTarget(Actor actor, string orderString)
{
Actor = actor;
Info = actor.Info.TraitInfoOrDefault<TInfoType>();
OrderString = orderString;
}
}
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public class UnitCategories
{
public readonly HashSet<string> Mcv = new HashSet<string>();
public readonly HashSet<string> NavalUnits = new HashSet<string>();
public readonly HashSet<string> ExcludeFromSquads = new HashSet<string>();
}
public class BuildingCategories
{
public readonly HashSet<string> ConstructionYard = new HashSet<string>();
public readonly HashSet<string> VehiclesFactory = new HashSet<string>();
public readonly HashSet<string> Refinery = new HashSet<string>();
public readonly HashSet<string> Power = new HashSet<string>();
public readonly HashSet<string> Barracks = new HashSet<string>();
public readonly HashSet<string> Production = new HashSet<string>();
public readonly HashSet<string> NavalProduction = new HashSet<string>();
public readonly HashSet<string> Silo = new HashSet<string>();
}
[FieldLoader.Require]
[Desc("Internal id for this bot.")]
public readonly string Type = null;
[Desc("Human-readable 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("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("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("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("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
[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("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;
[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. Supported entries are Mcv and ExcludeFromSquads.")]
[FieldLoader.LoadUsing("LoadUnitCategories", true)]
public readonly UnitCategories UnitsCommonNames;
[Desc("Tells the AI what building types fall under the same common name.",
"Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction.")]
[FieldLoader.LoadUsing("LoadBuildingCategories", true)]
public readonly BuildingCategories BuildingCommonNames;
[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>();
[Desc("Actor types that can capture other actors (via `Captures` or `ExternalCaptures`).",
"Leave this empty to disable capturing.")]
public HashSet<string> CapturingActorTypes = new HashSet<string>();
[Desc("Actor types that can be targeted for capturing.",
"Leave this empty to include all actors.")]
public HashSet<string> CapturableActorTypes = new HashSet<string>();
[Desc("Minimum delay (in ticks) between trying to capture with CapturingActorTypes.")]
public readonly int MinimumCaptureDelay = 375;
[Desc("Maximum number of options to consider for capturing.",
"If a value less than 1 is given 1 will be used instead.")]
public readonly int MaximumCaptureTargetOptions = 10;
[Desc("Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets?")]
public readonly bool CheckCaptureTargetsForVisibility = true;
[Desc("Player stances that capturers should attempt to target.")]
public readonly Stance CapturableStances = Stance.Enemy | Stance.Neutral;
static object LoadUnitCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "UnitsCommonNames");
return FieldLoader.Load<UnitCategories>(categories.Value);
}
static object LoadBuildingCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "BuildingCommonNames");
return FieldLoader.Load<BuildingCategories>(categories.Value);
}
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;
}
string IBotInfo.Type { get { return Type; } }
string IBotInfo.Name { get { return Name; } }
public object Create(ActorInitializer init) { return new HackyAI(this, init); }
}
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 randomConstructionYard = World.Actors.Where(a => a.Owner == Player &&
Info.BuildingCommonNames.ConstructionYard.Contains(a.Info.Name))
.RandomOrDefault(Random);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public bool IsEnabled;
public List<Squad> Squads = new List<Squad>();
public Player Player { get; private set; }
readonly DomainIndex domainIndex;
readonly ResourceLayer resLayer;
readonly ResourceClaimLayer claimLayer;
readonly IPathFinder pathfinder;
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
CPos initialBaseCenter;
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
int ticks;
BitArray resourceTypeIndices;
List<BaseBuilder> builders = new List<BaseBuilder>();
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 Info; } }
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
int minCaptureDelayTicks;
readonly int maximumCaptureTargetOptions;
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.TraitOrDefault<ResourceLayer>();
claimLayer = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
pathfinder = World.WorldActor.Trait<IPathFinder>();
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
}
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;
IsEnabled = 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(Game.CosmeticRandom.Next());
// 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);
minCaptureDelayTicks = Random.Next(0, Info.MinimumCaptureDelay);
var tileset = World.Map.Rules.TileSet;
resourceTypeIndices = new BitArray(tileset.TerrainInfo.Length); // Big enough
foreach (var t in Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
resourceTypeIndices.Set(tileset.GetTerrainIndex(t.TerrainType), true);
}
// TODO: Possibly give this a more generic name when terrain type is unhardcoded
public bool EnoughWaterToBuildNaval()
{
var baseProviders = World.ActorsHavingTrait<BaseProvider>()
.Where(a => a.Owner == Player);
foreach (var b in baseProviders)
{
// TODO: 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)
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(a => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(a).Type)))
.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.ActorsHavingTrait<GivesBuildableArea>()
.Where(a => a.Owner == Player);
foreach (var a in areaProviders)
{
// TODO: 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)
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(ac => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(ac).Type)))
.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
.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player)
.Select(a => a.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.ActorsHavingTrait<Building>().Count(a => a.Owner == owner && a.Info.Name == frac);
}
int CountUnits(string unit, Player owner)
{
return World.ActorsHavingTrait<IPositionable>().Count(a => a.Owner == owner && a.Info.Name == unit);
}
int CountBuildingByCommonName(HashSet<string> buildings, Player owner)
{
return World.ActorsHavingTrait<Building>()
.Count(a => a.Owner == owner && buildings.Contains(a.Info.Name));
}
public ActorInfo GetInfoByCommonName(HashSet<string> names, Player owner)
{
return Map.Rules.Actors.Where(k => names.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(Info.BuildingCommonNames.ConstructionYard, Player) > 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.VehiclesFactory, Player) == 0;
}
public bool HasAdequateProc()
{
// Require at least one refinery, unless we can't build it.
return CountBuildingByCommonName(Info.BuildingCommonNames.Refinery, Player) > 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, 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(Info.BuildingCommonNames.Refinery, Player) >= 2 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0 ||
CountBuildingByCommonName(Info.BuildingCommonNames.Barracks, Player) == 0;
}
// For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
// If the aircraft has at least 1 AmmoPool and defines 1 or more RearmBuildings, check if we have enough of those
var hasAmmoPool = actorInfo.TraitInfos<AmmoPoolInfo>().Any();
if (hasAmmoPool && aircraftInfo.RearmBuildings.Count > 0)
{
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].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 = 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.ActorsHavingTrait<Building>().Where(a => !a.Disposed && 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.FindTilesInAnnulus(baseCenter, Info.MinBaseRadius, Info.MaxBaseRadius)
.Where(a => resourceTypeIndices.Get(Map.GetTerrainIndex(a)))
.Shuffle(Random).Take(Info.MaxResourceCellsToCheck);
foreach (var r in nearbyResources)
{
var found = findPos(baseCenter, r, Info.MinBaseRadius, Info.MaxBaseRadius);
if (found != null)
return found;
}
// Try and find a free spot somewhere else in the base
return findPos(baseCenter, baseCenter, Info.MinBaseRadius, Info.MaxBaseRadius);
case BuildingType.Building:
return findPos(baseCenter, baseCenter, Info.MinBaseRadius, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.Grid.MaximumTileSearchRange);
}
// Can't find a build location
return null;
}
void ITick.Tick(Actor self)
{
if (!IsEnabled)
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 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 &&
Info.BuildingCommonNames.ConstructionYard.Contains(a.Info.Name)).ToList();
}
void CleanSquads()
{
Squads.RemoveAll(s => !s.IsValid);
foreach (var s in Squads)
s.Units.RemoveAll(unitCannotBeOrdered);
}
// 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(unitCannotBeOrdered);
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack();
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in Squads)
s.Update();
}
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
if (resLayer != null && !resLayer.IsResourceLayerEmpty)
GiveOrdersToIdleHarvesters();
FindNewUnits(self);
FindAndDeployBackupMcv(self);
}
if (--minAttackForceDelayTicks <= 0)
{
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
CreateAttackForce();
}
if (--minCaptureDelayTicks <= 0)
{
minCaptureDelayTicks = Info.MinimumCaptureDelay;
QueueCaptureOrders();
}
}
IEnumerable<Actor> GetVisibleActorsBelongingToPlayer(Player owner)
{
foreach (var actor in GetActorsThatCanBeOrderedByPlayer(owner))
if (actor.CanBeViewedByPlayer(Player))
yield return actor;
}
IEnumerable<Actor> GetActorsThatCanBeOrderedByPlayer(Player owner)
{
foreach (var actor in World.Actors)
if (actor.Owner == owner && !actor.IsDead && actor.IsInWorld)
yield return actor;
}
void QueueCaptureOrders()
{
if (!Info.CapturingActorTypes.Any() || Player.WinState != WinState.Undefined)
return;
var capturers = unitsHangingAroundTheBase.Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name)).ToArray();
if (capturers.Length == 0)
return;
var randPlayer = World.Players.Where(p => !p.Spectating
&& Info.CapturableStances.HasStance(Player.Stances[p])).Random(Random);
var targetOptions = Info.CheckCaptureTargetsForVisibility
? GetVisibleActorsBelongingToPlayer(randPlayer)
: GetActorsThatCanBeOrderedByPlayer(randPlayer);
var capturableTargetOptions = targetOptions
.Select(a => new CaptureTarget<CapturableInfo>(a, "CaptureActor"))
.Where(target =>
{
if (target.Info == null)
return false;
var capturable = target.Actor.TraitOrDefault<Capturable>();
if (capturable == null)
return false;
return capturers.Any(capturer => capturable.CanBeTargetedBy(capturer, target.Actor.Owner));
})
.OrderByDescending(target => target.Actor.GetSellValue())
.Take(maximumCaptureTargetOptions);
var externalCapturableTargetOptions = targetOptions
.Select(a => new CaptureTarget<ExternalCapturableInfo>(a, "ExternalCaptureActor"))
.Where(target =>
{
if (target.Info == null)
return false;
var externalCapturable = target.Actor.TraitOrDefault<ExternalCapturable>();
if (externalCapturable == null)
return false;
return capturers.Any(capturer => externalCapturable.CanBeTargetedBy(capturer, target.Actor.Owner));
})
.OrderByDescending(target => target.Actor.GetSellValue())
.Take(maximumCaptureTargetOptions);
if (Info.CapturableActorTypes.Any())
{
capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Actor.Info.Name.ToLowerInvariant()));
externalCapturableTargetOptions = externalCapturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Actor.Info.Name.ToLowerInvariant()));
}
if (!capturableTargetOptions.Any() && !externalCapturableTargetOptions.Any())
return;
var capturesCapturers = capturers.Where(a => a.Info.HasTraitInfo<CapturesInfo>());
var externalCapturers = capturers.Except(capturesCapturers).Where(a => a.Info.HasTraitInfo<ExternalCapturesInfo>());
foreach (var capturer in capturesCapturers)
QueueCaptureOrderFor(capturer, GetCapturerTargetClosestToOrDefault(capturer, capturableTargetOptions));
foreach (var capturer in externalCapturers)
QueueCaptureOrderFor(capturer, GetCapturerTargetClosestToOrDefault(capturer, externalCapturableTargetOptions));
}
void QueueCaptureOrderFor<TTargetType>(Actor capturer, CaptureTarget<TTargetType> target) where TTargetType : class, ITraitInfoInterface
{
if (capturer == null)
return;
if (target == null)
return;
if (target.Actor == null)
return;
QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true));
BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
activeUnits.Remove(capturer);
}
CaptureTarget<TTargetType> GetCapturerTargetClosestToOrDefault<TTargetType>(Actor capturer, IEnumerable<CaptureTarget<TTargetType>> targets)
where TTargetType : class, ITraitInfoInterface
{
return targets.MinByOrDefault(target => (target.Actor.CenterPosition - capturer.CenterPosition).LengthSquared);
}
CPos FindNextResource(Actor actor, Harvester harv)
{
var mobileInfo = actor.Info.TraitInfo<MobileInfo>();
var passable = (uint)mobileInfo.GetMovementClass(World.Map.Rules.TileSet);
Func<CPos, bool> isValidResource = cell =>
domainIndex.IsPassable(actor.Location, cell, mobileInfo, passable) &&
harv.CanHarvestCell(actor, cell) &&
claimLayer.CanClaimCell(actor, cell);
var path = pathfinder.FindPath(
PathSearch.Search(World, mobileInfo, actor, true, isValidResource)
.WithCustomCost(loc => World.FindActorsInCircle(World.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (World.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
.FromPoint(actor.Location));
if (path.Count == 0)
return CPos.Zero;
return path[0];
}
void GiveOrdersToIdleHarvesters()
{
// Find idle harvesters and give them orders:
foreach (var harvester in activeUnits)
{
var harv = harvester.TraitOrDefault<Harvester>();
if (harv == null)
continue;
if (!harv.IsEmpty)
continue;
if (!harvester.IsIdle)
{
var act = harvester.CurrentActivity;
if (!harv.LastSearchFailed || act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources))
continue;
}
var para = harvester.TraitOrDefault<Parachutable>();
if (para != null && para.IsInAir)
continue;
// Tell the idle harvester to quit slacking:
var newSafeResourcePatch = FindNextResource(harvester, harv);
BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
QueueOrder(new Order("Harvest", harvester, Target.FromCell(World, newSafeResourcePatch), false));
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player && !Info.UnitsCommonNames.Mcv.Contains(a.Info.Name) &&
!Info.UnitsCommonNames.ExcludeFromSquads.Contains(a.Info.Name) && !activeUnits.Contains(a));
foreach (var a in newUnits)
{
if (a.Info.HasTraitInfo<HarvesterInfo>())
QueueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.Units.Add(a);
}
else if (Info.UnitsCommonNames.NavalUnits.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(SquadType.Naval);
ships.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.Info.HasTraitInfo<AircraftInfo>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()).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.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
if (AttackOrFleeFuzzy.Rush.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.Info.HasTraitInfo<BuildingInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
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)
{
foreach (var rp in self.World.ActorsWithTrait<RallyPoint>())
{
if (rp.Actor.Owner == Player &&
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
{
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 = Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
.Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault<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 &&
Info.UnitsCommonNames.Mcv.Contains(a.Info.Name));
if (mcv != null)
{
initialBaseCenter = mcv.Location;
defenseCenter = mcv.Location;
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.
void FindAndDeployBackupMcv(Actor self)
{
var mcvs = self.World.Actors.Where(a => a.Owner == Player &&
Info.UnitsCommonNames.Mcv.Contains(a.Info.Name));
foreach (var mcv in mcvs)
{
if (!mcv.IsIdle)
continue;
// Don't try to move and deploy an undeployable actor
var transformsInfo = mcv.Info.TraitInfoOrDefault<TransformsInfo>();
if (transformsInfo == null)
continue;
// 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 &&
CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0;
var desiredLocation = ChooseBuildLocation(transformsInfo.IntoActor, restrictToBase, BuildingType.Building);
if (desiredLocation == null)
continue;
QueueOrder(new Order("Move", mcv, Target.FromCell(World, desiredLocation.Value), true));
QueueOrder(new Order("DeployTransform", mcv, true));
}
}
void TryToUseSupportPower(Actor self)
{
if (supportPowerMngr == null)
return;
foreach (var sp in supportPowerMngr.Powers.Values)
{
if (sp.Disabled)
continue;
// 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.Key, supportPowerMngr.Self, Target.FromCell(World, attackLocation.Value), false) { 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 map = World.Map;
var checkRadius = powerDecision.CoarseScanRadius;
for (var i = 0; i < map.MapSize.X; i += checkRadius)
{
for (var j = 0; j < map.MapSize.Y; j += checkRadius)
{
var consideredAttractiveness = 0;
var tl = World.Map.CenterOfCell(new MPos(i, j).ToCPos(map));
var br = World.Map.CenterOfCell(new MPos(i + checkRadius, j + checkRadius).ToCPos(map));
var targets = World.ActorMap.ActorsInBox(tl, br);
consideredAttractiveness = powerDecision.GetAttractiveness(targets, Player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
bestAttractiveness = consideredAttractiveness;
bestLocation = new MPos(i, j).ToCPos(map);
}
}
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 &&
Info.UnitsCommonNames.Mcv.Contains(a.Info.Name)))
BuildUnit("Vehicle", GetInfoByCommonName(Info.UnitsCommonNames.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)
return;
var name = unit.Name;
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
return;
if (Info.UnitLimits != null &&
Info.UnitLimits.ContainsKey(name) &&
World.Actors.Count(a => a.Owner == Player && a.Info.Name == name) >= Info.UnitLimits[name])
return;
QueueOrder(Order.StartProduction(queue.Actor, 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 (!IsEnabled || 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, Target.FromActor(self), false));
}
}
if (e.Attacker.Disposed)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected harvesters or building
if ((self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>()) &&
Player.Stances[e.Attacker.Owner] == Stance.Enemy)
{
defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker);
}
}
}
}