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