Files
OpenRA/OpenRA.Mods.RA/AI/HackyAI.cs
2014-06-15 22:17:34 +12:00

888 lines
26 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
using OpenRA.Primitives;
using OpenRA.Support;
namespace OpenRA.Mods.RA.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public readonly string Name = "Unnamed Bot";
public readonly int SquadSize = 8;
public readonly int AssignRolesInterval = 20;
public readonly int RushInterval = 600;
public readonly int AttackForceInterval = 30;
[Desc("By what factor should power output exceed power consumption.")]
public readonly float ExcessPowerFactor = 1.2f;
[Desc("By what minimum amount should power output exceed power consumption.")]
public readonly int MinimumExcessPower = 50;
[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;
// Temporary hack to maintain previous rallypoint behavior.
public readonly string RallypointTestBuilding = "fact";
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
public readonly bool ShouldRepairBuildings = true;
string IBotInfo.Name { get { return this.Name; } }
[FieldLoader.LoadUsing("LoadUnits")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[FieldLoader.LoadUsing("LoadBuildings")]
public readonly Dictionary<string, float> BuildingFractions = null;
[FieldLoader.LoadUsing("LoadUnitsCommonNames")]
public readonly Dictionary<string, string[]> UnitsCommonNames = null;
[FieldLoader.LoadUsing("LoadBuildingsCommonNames")]
public readonly Dictionary<string, string[]> BuildingCommonNames = null;
[FieldLoader.LoadUsing("LoadBuildingLimits")]
public readonly Dictionary<string, int> BuildingLimits = null;
static object LoadList<T>(MiniYaml y, string field)
{
var nd = y.ToDictionary();
return nd.ContainsKey(field)
? nd[field].ToDictionary(my => FieldLoader.GetValue<T>(field, my.Value))
: new Dictionary<string, T>();
}
static object LoadUnits(MiniYaml y) { return LoadList<float>(y, "UnitsToBuild"); }
static object LoadBuildings(MiniYaml y) { return LoadList<float>(y, "BuildingFractions"); }
static object LoadUnitsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "UnitsCommonNames"); }
static object LoadBuildingsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "BuildingCommonNames"); }
static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); }
public object Create(ActorInitializer init) { return new HackyAI(this, init); }
}
public class Enemy { public int Aggro; }
public enum BuildingType { Building, Defense, Refinery }
public sealed class HackyAI : ITick, IBot, INotifyDamage
{
bool enabled;
public int ticks;
public Player p;
public MersenneTwister random;
public CPos baseCenter;
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
BuildingInfo rallypointTestBuilding;
internal readonly HackyAIInfo Info;
HashSet<int> resourceTypeIndices;
RushFuzzy rushFuzzy = new RushFuzzy();
Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
BaseBuilder[] builders;
List<Squad> squads = new List<Squad>();
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>();
const int MaxBaseDistance = 40;
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 this.Info; } }
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
world = init.world;
// Temporary hack.
rallypointTestBuilding = Map.Rules.Actors[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
}
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)
{
this.p = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
builders = new BaseBuilder[] {
new BaseBuilder(this, "Building", q => ChooseBuildingToBuild(q, false)),
new BaseBuilder(this, "Defense", q => ChooseBuildingToBuild(q, true))
};
random = new MersenneTwister((int)p.PlayerActor.ActorID);
resourceTypeIndices = new HashSet<int>(
Map.Rules.Actors["world"].Traits
.WithInterface<ResourceTypeInfo>()
.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));
}
static int GetPowerProvidedBy(ActorInfo building)
{
var bi = building.Traits.GetOrDefault<BuildingInfo>();
return bi != null ? bi.Power : 0;
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
return HasAdequateAirUnits(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = p.World
.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p)
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var unit in Info.UnitsToBuild)
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Length)
if (HasAdequateAirUnits(Map.Rules.Actors[unit.Key]))
return Map.Rules.Actors[unit.Key];
return null;
}
int CountBuilding(string frac, Player owner)
{
return world.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
}
int CountUnits(string unit, Player owner)
{
return world.ActorsWithTrait<IPositionable>()
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
}
int? CountBuildingByCommonName(string commonName, Player owner)
{
if (!Info.BuildingCommonNames.ContainsKey(commonName))
return null;
return world.ActorsWithTrait<Building>()
.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
}
ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
{
if (commonName == "ConstructionYard")
return Map.Rules.Actors.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
}
ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
{
return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
}
ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
{
if (!names.Any() || !names.ContainsKey(commonName))
return null;
return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key) &&
k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value;
}
bool HasAdequatePower()
{
// note: CNC `fact` provides a small amount of power. don't get jammed because of that.
return playerPower.PowerProvided > Info.MinimumExcessPower &&
playerPower.PowerProvided > playerPower.PowerDrained * Info.ExcessPowerFactor;
}
bool HasAdequateFact()
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
CountBuildingByCommonName("VehiclesFactory", p) == 0;
}
bool HasAdequateProc()
{
// Require at least one refinery, unless we have no power (can't build it).
return CountBuildingByCommonName("Refinery", p) > 0 ||
CountBuildingByCommonName("Power", p) == 0;
}
bool HasMinimumProc()
{
// Require at least two refineries, unless we have no power (can't build it)
// or barracks (higher priority?)
return CountBuildingByCommonName("Refinery", p) >= 2 ||
CountBuildingByCommonName("Power", p) == 0 ||
CountBuildingByCommonName("Barracks", p) == 0;
}
bool HasAdequateNumber(string frac, Player owner)
{
if (Info.BuildingLimits.ContainsKey(frac))
return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
return true;
}
// For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnits(ActorInfo actorInfo)
{
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
&& actorInfo.Traits.Contains<AircraftInfo>())
{
var countOwnAir = CountUnits(actorInfo.Name, p);
var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), p);
if (countOwnAir >= countBuildings)
return false;
}
return true;
}
ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool isDefense)
{
var buildableThings = queue.BuildableItems();
if (!isDefense)
{
// Try to maintain 20% excess power
if (!HasAdequatePower())
return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.MaxByOrDefault(a => GetPowerProvidedBy(a));
if (playerResource.AlertSilo)
return GetBuildingInfoByCommonName("Silo", p);
if (!HasAdequateProc() || !HasMinimumProc())
return GetBuildingInfoByCommonName("Refinery", p);
}
var myBuildings = p.World
.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == p)
.Select(a => a.Actor.Info.Name)
.ToArray();
foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length && HasAdequateNumber(frac.Key, p) &&
playerPower.ExcessPower >= Map.Rules.Actors[frac.Key].Traits.Get<BuildingInfo>().Power)
return Map.Rules.Actors[frac.Key];
return null;
}
bool NoBuildingsUnder(IEnumerable<CPos> cells)
{
var bi = world.WorldActor.Trait<BuildingInfluence>();
return cells.All(c => bi.GetBuildingAt(c) == null);
}
CPos defenseCenter;
public CPos? ChooseBuildLocation(string actorType, BuildingType type)
{
return ChooseBuildLocation(actorType, true, MaxBaseDistance, type);
}
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
{
var bi = Map.Rules.Actors[actorType].Traits.GetOrDefault<BuildingInfo>();
if (bi == null)
return null;
Func<WPos, CPos, CPos?> findPos = (pos, center) =>
{
for (var k = MaxBaseDistance; k >= 0; k--)
{
var tlist = Map.FindTilesInCircle(center, k)
.OrderBy(a => (a.CenterPosition - pos).LengthSquared);
foreach (var t in tlist)
if (world.CanPlaceBuilding(actorType, bi, t, null))
if (bi.IsCloseEnoughToBase(world, p, actorType, t))
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(Map.Rules, actorType, bi, t), false)))
return t;
}
return null;
};
switch (type)
{
case BuildingType.Defense:
var enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition);
return enemyBase != null ? findPos(enemyBase.CenterPosition, defenseCenter) : null;
case BuildingType.Refinery:
var tilesPos = Map.FindTilesInCircle(baseCenter, MaxBaseDistance)
.Where(a => resourceTypeIndices.Contains(Map.GetTerrainIndex(new CPos(a.X, a.Y))));
if (tilesPos.Any())
{
var pos = tilesPos.MinBy(a => (a.CenterPosition - baseCenter.CenterPosition).LengthSquared);
return findPos(pos.CenterPosition, baseCenter);
}
return null;
case BuildingType.Building:
for (var k = 0; k < maxBaseDistance; k++)
{
foreach (var t in Map.FindTilesInCircle(baseCenter, k))
{
if (world.CanPlaceBuilding(actorType, bi, t, null))
{
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
continue;
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(Map.Rules, actorType, bi, t), false)))
return t;
}
}
}
break;
}
// Can't find a build location
return null;
}
public void Tick(Actor self)
{
if (!enabled)
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();
}
internal Actor ChooseEnemyTarget()
{
if (p.WinState != WinState.Undefined)
return null;
var liveEnemies = world.Players
.Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
if (!liveEnemies.Any())
return null;
var leastLikedEnemies = liveEnemies
.GroupBy(e => aggro[e].Aggro)
.MaxByOrDefault(g => g.Key);
var enemy = (leastLikedEnemies != null) ?
leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
// Pick something worth attacking owned by that player
var target = world.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
.ClosestTo(baseCenter.CenterPosition);
if (target == null)
{
/* Assume that "enemy" has nothing. Cool off on attacks. */
aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
Log.Write("debug", "Bot {0} couldn't find target for player {1}", this.p.ClientIndex, enemy.ClientIndex);
return null;
}
// Bump the aggro slightly to avoid changing our mind
if (leastLikedEnemies.Count() > 1)
aggro[enemy].Aggro++;
return target;
}
internal Actor FindClosestEnemy(WPos pos)
{
var allEnemyUnits = world.Actors
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>());
return allEnemyUnits.ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WRange radius)
{
var enemyUnits = world.FindActorsInCircle(pos, radius)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos);
return null;
}
List<Actor> FindEnemyConstructionYards()
{
return world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.IsDead()
&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
}
Actor FindEnemyBuildingClosestToPos(WPos pos)
{
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
return closestBuilding;
}
void CleanSquads()
{
squads.RemoveAll(s => !s.IsValid);
foreach (var s in squads)
s.units.RemoveAll(a => a.IsDead() || a.Owner != p);
}
// 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;
}
int assignRolesTicks = 0;
int rushTicks = 0;
int attackForceTicks = 0;
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(a => a.IsDead() || a.Owner != p);
unitsHangingAroundTheBase.RemoveAll(a => a.IsDead() || a.Owner != p);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack();
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in squads)
s.Update();
}
if (--assignRolesTicks > 0)
return;
assignRolesTicks = Info.AssignRolesInterval;
GiveOrdersToIdleHarvesters();
FindNewUnits(self);
CreateAttackForce();
FindAndDeployBackupMcv(self);
}
void GiveOrdersToIdleHarvesters()
{
// Find idle harvesters and give them orders:
foreach (var a in activeUnits)
{
var harv = a.TraitOrDefault<Harvester>();
if (harv == null)
continue;
if (!a.IsIdle)
{
var act = a.GetCurrentActivity();
// A Wait activity is technically idle:
if ((act.GetType() != typeof(Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources)))
continue;
}
if (!harv.IsEmpty)
continue;
// Tell the idle harvester to quit slacking:
world.IssueOrder(new Order("Harvest", a, false));
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor))
.Select(a => a.Actor);
foreach (var a in newUnits)
{
BotDebug("AI: Found a newly built unit");
if (a.HasTrait<Harvester>())
world.IssueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.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(30);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.HasTrait<Aircraft>())
attackForce.units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits
.Where(unit => unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() && unit.IsIdle).ToList();
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize))
return;
foreach (var b in allEnemyBaseBuilder)
{
var enemies = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(Info.RushAttackScanRadius))
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
if (rushFuzzy.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.TargetIsValid)
protectSq.Target = attacker;
if (!protectSq.IsValid)
{
var ownUnits = world.FindActorsInCircle(baseCenter.CenterPosition, WRange.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList();
foreach (var a in ownUnits)
protectSq.units.Add(a);
}
}
bool IsRallyPointValid(CPos x)
{
// This is actually WRONG as soon as HackyAI is building units with
// a variety of movement capabilities. (has always been wrong)
return world.IsCellBuildable(x, rallypointTestBuilding);
}
void SetRallyPointsForNewProductionBuildings(Actor self)
{
var buildings = self.World.ActorsWithTrait<RallyPoint>()
.Where(rp => rp.Actor.Owner == p &&
!IsRallyPointValid(rp.Trait.rallyPoint)).ToArray();
if (buildings.Length > 0)
BotDebug("Bot {0} needs to find rallypoints for {1} buildings.",
p.PlayerName, buildings.Length);
foreach (var a in buildings)
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor.Location) });
}
// Won't work for shipyards...
CPos ChooseRallyLocationNear(CPos startPos)
{
var possibleRallyPoints = Map.FindTilesInCircle(startPos, Info.RallyPointScanRadius)
.Where(IsRallyPointValid);
if (!possibleRallyPoints.Any())
{
BotDebug("Bot Bug: No possible rallypoint near {0}", startPos);
return startPos;
}
return possibleRallyPoints.Random(random);
}
void InitializeBase(Actor self)
{
// Find and deploy our mcv
var mcv = self.World.Actors
.FirstOrDefault(a => a.Owner == p && a.HasTrait<BaseBuilding>());
if (mcv != null)
{
baseCenter = mcv.Location;
defenseCenter = baseCenter;
// Don't transform the mcv if it is a fact
// HACK: This needs to query against MCVs directly
if (mcv.HasTrait<Mobile>())
world.IssueOrder(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 within the main base.
void FindAndDeployBackupMcv(Actor self)
{
var maxBaseDistance = Math.Max(world.Map.MapSize.X, world.Map.MapSize.Y);
// HACK: Assumes all MCVs deploy into the same construction yard footprint
var mcvInfo = GetUnitInfoByCommonName("Mcv", p);
if (mcvInfo == null)
return;
var factType = mcvInfo.Traits.Get<TransformsInfo>().IntoActor;
// HACK: This needs to query against MCVs directly
var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
if (!mcvs.Any())
return;
foreach (var mcv in mcvs)
{
if (mcv.IsMoving())
continue;
var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
if (desiredLocation == null)
continue;
world.IssueOrder(new Order("Move", mcv, true) { TargetLocation = desiredLocation.Value });
world.IssueOrder(new Order("DeployTransform", mcv, true));
}
}
void TryToUseSupportPower(Actor self)
{
if (supportPowerMngr == null)
return;
var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
foreach (var kv in powers)
{
var sp = kv.Value;
if (sp.Ready)
{
var attackLocation = FindAttackLocationToSupportPower(5);
if (attackLocation == null)
return;
world.IssueOrder(new Order(sp.Info.OrderName, supportPowerMngr.self, false) { TargetLocation = attackLocation.Value });
}
}
}
CPos? FindAttackLocationToSupportPower(int radiusOfPower)
{
CPos? resLoc = null;
var countUnits = 0;
var x = (world.Map.MapSize.X % radiusOfPower) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + radiusOfPower;
var y = (world.Map.MapSize.Y % radiusOfPower) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + radiusOfPower;
for (var i = 0; i < x; i += radiusOfPower * 2)
{
for (var j = 0; j < y; j += radiusOfPower * 2)
{
var pos = new CPos(i, j);
var targets = world.FindActorsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList();
var enemies = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList();
var ally = targets.Where(unit => p.Stances[unit.Owner] == Stance.Ally || unit.Owner == p).ToList();
if (enemies.Count < ally.Count || !enemies.Any())
continue;
if (enemies.Count > countUnits)
{
countUnits = enemies.Count;
resLoc = enemies.Random(random).Location;
}
}
}
return resLoc;
}
internal IEnumerable<ProductionQueue> FindQueues(string category)
{
return world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category)
.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 == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()))
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).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 && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.self, unit.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)
world.IssueOrder(Order.StartProduction(queue.self, name, 1));
}
public void Damaged(Actor self, AttackInfo e)
{
// TODO: Surely we want to do this even if their destroyer died?
if (!enabled || e.Attacker.Destroyed)
return;
if (!e.Attacker.HasTrait<ITargetable>())
return;
if (Info.ShouldRepairBuildings && self.HasTrait<RepairableBuilding>())
{
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light)
{
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
self, e.PreviousDamageState, e.DamageState);
world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
{ TargetActor = self });
}
}
if (e.Attacker != null && e.Damage > 0)
aggro[e.Attacker.Owner].Aggro += e.Damage;
// Protected harvesters or building
if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
p.Stances[e.Attacker.Owner] == Stance.Enemy)
{
defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker);
}
}
}
}