880 lines
26 KiB
C#
880 lines
26 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2013 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 COPYING.
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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.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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using XRandom = OpenRA.Thirdparty.Random;
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namespace OpenRA.Mods.RA.AI
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{
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public class HackyAIInfo : IBotInfo, ITraitInfo
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{
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public readonly string Name = "Unnamed Bot";
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public readonly int SquadSize = 8;
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public readonly int AssignRolesInterval = 20;
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public readonly int RushInterval = 600;
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public readonly int AttackForceInterval = 30;
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[Desc("By what factor should power output exceed power consumption.")]
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public readonly float ExcessPowerFactor = 1.2f;
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[Desc("By what minimum amount should power output exceed power consumption.")]
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public readonly int MinimumExcessPower = 50;
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// Temporary hack to maintain previous rallypoint behavior.
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public readonly string RallypointTestBuilding = "fact";
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public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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public readonly bool ShouldRepairBuildings = true;
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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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[FieldLoader.LoadUsing("LoadUnitsCommonNames")]
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public readonly Dictionary<string, string[]> UnitsCommonNames = null;
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[FieldLoader.LoadUsing("LoadBuildingsCommonNames")]
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public readonly Dictionary<string, string[]> BuildingCommonNames = null;
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[FieldLoader.LoadUsing("LoadBuildingLimits")]
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public readonly Dictionary<string, int> BuildingLimits = null;
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static object LoadList<T>(MiniYaml y, string field)
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{
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return y.NodesDict.ContainsKey(field)
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? y.NodesDict[field].NodesDict.ToDictionary(
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a => a.Key,
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a => FieldLoader.GetValue<T>(field, a.Value.Value))
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: new Dictionary<string, T>();
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}
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static object LoadUnits(MiniYaml y) { return LoadList<float>(y, "UnitsToBuild"); }
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static object LoadBuildings(MiniYaml y) { return LoadList<float>(y, "BuildingFractions"); }
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static object LoadUnitsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "UnitsCommonNames"); }
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static object LoadBuildingsCommonNames(MiniYaml y) { return LoadList<string[]>(y, "BuildingCommonNames"); }
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static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); }
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public object Create(ActorInitializer init) { return new HackyAI(this); }
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}
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public class Enemy { public int Aggro; }
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public enum BuildingType { Building, Defense, Refinery }
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public class HackyAI : ITick, IBot, INotifyDamage
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{
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bool enabled;
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public int ticks;
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public Player p;
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public XRandom random;
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public CPos baseCenter;
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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BuildingInfo rallypointTestBuilding;
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internal readonly HackyAIInfo Info;
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string[] resourceTypes;
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RushFuzzy rushFuzzy = new RushFuzzy();
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Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
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BaseBuilder[] builders;
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List<Squad> squads = new List<Squad>();
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List<Actor> unitsHangingAroundTheBase = 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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const int MaxBaseDistance = 40;
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public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public World world { get { return p.PlayerActor.World; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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public HackyAI(HackyAIInfo info)
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{
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Info = info;
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// Temporary hack.
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rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
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}
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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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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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builders = new BaseBuilder[] {
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new BaseBuilder(this, "Building", q => ChooseBuildingToBuild(q, false)),
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new BaseBuilder(this, "Defense", q => ChooseBuildingToBuild(q, true))
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};
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random = new XRandom((int)p.PlayerActor.ActorID);
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resourceTypes = Rules.Info["world"].Traits.WithInterface<ResourceTypeInfo>()
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.Select(t => t.TerrainType).ToArray();
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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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return bi != null ? bi.Power : 0;
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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.Any())
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return null;
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var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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return HasAdequateAirUnits(unit) ? unit : null;
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}
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ActorInfo ChooseUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (!buildableThings.Any())
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return null;
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var myUnits = p.World
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.ActorsWithTrait<IPositionable>()
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.Where(a => a.Actor.Owner == p)
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.Select(a => a.Actor.Info.Name).ToArray();
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foreach (var unit in Info.UnitsToBuild)
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if (buildableThings.Any(b => b.Name == unit.Key))
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if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Length)
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if (HasAdequateAirUnits(Rules.Info[unit.Key]))
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return Rules.Info[unit.Key];
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return null;
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}
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int CountBuilding(string frac, Player owner)
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{
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return world.ActorsWithTrait<Building>()
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.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
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}
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int CountUnits(string unit, Player owner)
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{
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return world.ActorsWithTrait<IPositionable>()
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.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
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}
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int? CountBuildingByCommonName(string commonName, Player owner)
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{
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if (!Info.BuildingCommonNames.ContainsKey(commonName))
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return null;
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return world.ActorsWithTrait<Building>()
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.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
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}
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ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
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{
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if (commonName == "ConstructionYard")
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return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
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return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
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}
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ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
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{
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return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
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}
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ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
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{
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if (!names.Any() || !names.ContainsKey(commonName))
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return null;
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return Rules.Info.Where(k => names[commonName].Contains(k.Key) &&
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k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value;
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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 > Info.MinimumExcessPower &&
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playerPower.PowerProvided > playerPower.PowerDrained * Info.ExcessPowerFactor;
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}
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bool HasAdequateFact()
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{
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// Require at least one construction yard, unless we have no vehicles factory (can't build it).
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return CountBuildingByCommonName("ConstructionYard", p) > 0 ||
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CountBuildingByCommonName("VehiclesFactory", p) == 0;
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}
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bool HasAdequateProc()
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{
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// Require at least one refinery, unless we have no power (can't build it).
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return CountBuildingByCommonName("Refinery", p) > 0 ||
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CountBuildingByCommonName("Power", p) == 0;
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}
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bool HasMinimumProc()
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{
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// Require at least two refineries, unless we have no power (can't build it)
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// or barracks (higher priority?)
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return CountBuildingByCommonName("Refinery", p) >= 2 ||
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CountBuildingByCommonName("Power", p) == 0 ||
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CountBuildingByCommonName("Barracks", p) == 0;
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}
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bool HasAdequateNumber(string frac, Player owner)
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{
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if (Info.BuildingLimits.ContainsKey(frac))
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return CountBuilding(frac, owner) < Info.BuildingLimits[frac];
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return true;
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}
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// For mods like RA (number of building must match the number of aircraft)
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bool HasAdequateAirUnits(ActorInfo actorInfo)
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{
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if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
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&& actorInfo.Traits.Contains<AircraftInfo>())
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{
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var countOwnAir = CountUnits(actorInfo.Name, p);
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var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), p);
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if (countOwnAir >= countBuildings)
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return false;
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}
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return true;
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}
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool isDefense)
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{
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var buildableThings = queue.BuildableItems();
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if (!isDefense)
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{
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// Try to maintain 20% excess power
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if (!HasAdequatePower())
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return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
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.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
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if (playerResource.AlertSilo)
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return GetBuildingInfoByCommonName("Silo", p);
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if (!HasAdequateProc() || !HasMinimumProc())
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return GetBuildingInfoByCommonName("Refinery", p);
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}
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var myBuildings = p.World
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.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == p)
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.Select(a => a.Actor.Info.Name)
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.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 && HasAdequateNumber(frac.Key, p) &&
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playerPower.ExcessPower >= Rules.Info[frac.Key].Traits.Get<BuildingInfo>().Power)
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return Rules.Info[frac.Key];
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return null;
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}
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bool NoBuildingsUnder(IEnumerable<CPos> 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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CPos defenseCenter;
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public CPos? ChooseBuildLocation(string actorType, BuildingType type)
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{
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return ChooseBuildLocation(actorType, true, MaxBaseDistance, type);
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}
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public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
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{
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var bi = Rules.Info[actorType].Traits.GetOrDefault<BuildingInfo>();
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if (bi == null)
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return null;
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Func<WPos, CPos, CPos?> findPos = (pos, center) =>
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{
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for (var k = MaxBaseDistance; k >= 0; k--)
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{
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var tlist = world.FindTilesInCircle(center, k)
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.OrderBy(a => (a.CenterPosition - pos).LengthSquared);
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foreach (var t in tlist)
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if (world.CanPlaceBuilding(actorType, bi, t, null))
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if (bi.IsCloseEnoughToBase(world, p, actorType, t))
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if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
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return t;
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}
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return null;
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};
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switch (type)
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{
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case BuildingType.Defense:
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Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.CenterPosition);
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return enemyBase != null ? findPos(enemyBase.CenterPosition, defenseCenter) : null;
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case BuildingType.Refinery:
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var tilesPos = world.FindTilesInCircle(baseCenter, MaxBaseDistance)
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.Where(a => resourceTypes.Contains(world.GetTerrainType(new CPos(a.X, a.Y))))
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.OrderBy(a => (a.CenterPosition - baseCenter.CenterPosition).LengthSquared);
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return tilesPos.Any() ? findPos(tilesPos.First().CenterPosition, baseCenter) : null;
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case BuildingType.Building:
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for (var k = 0; k < maxBaseDistance; k++)
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{
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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{
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if (world.CanPlaceBuilding(actorType, bi, t, null))
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{
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if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, t))
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continue;
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if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
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return t;
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}
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}
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}
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break;
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}
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// Can't find a build location
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return null;
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}
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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 == 1)
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InitializeBase(self);
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if (ticks % feedbackTime == 0)
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ProductionUnits(self);
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AssignRolesToIdleUnits(self);
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SetRallyPointsForNewProductionBuildings(self);
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TryToUseSupportPower(self);
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foreach (var b in builders)
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b.Tick();
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}
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internal Actor ChooseEnemyTarget()
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{
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if (p.WinState != WinState.Undefined)
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return null;
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var liveEnemies = world.Players
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.Where(q => p != q && p.Stances[q] == Stance.Enemy && q.WinState == WinState.Undefined);
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if (!liveEnemies.Any())
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return null;
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var leastLikedEnemies = liveEnemies
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.GroupBy(e => aggro[e].Aggro)
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.OrderByDescending(g => g.Key)
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.FirstOrDefault();
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var enemy = (leastLikedEnemies != null) ?
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leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
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// Pick something worth attacking owned by that player
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var target = world.Actors
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.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>())
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.ClosestTo(baseCenter.CenterPosition);
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if (target == null)
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{
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/* Assume that "enemy" has nothing. Cool off on attacks. */
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aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
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Log.Write("debug", "Bot {0} couldn't find target for player {1}", this.p.ClientIndex, enemy.ClientIndex);
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return null;
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}
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// Bump the aggro slightly to avoid changing our mind
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if (leastLikedEnemies.Count() > 1)
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aggro[enemy].Aggro++;
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return target;
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}
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internal Actor FindClosestEnemy(WPos pos)
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{
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var allEnemyUnits = world.Actors
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
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unit.HasTrait<ITargetable>()).ToList();
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if (allEnemyUnits.Count > 0)
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return allEnemyUnits.ClosestTo(pos);
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return null;
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}
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internal Actor FindClosestEnemy(WPos pos, WRange radius)
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{
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var enemyUnits = world.FindActorsInCircle(pos, radius)
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
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!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
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if (enemyUnits.Count > 0)
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return enemyUnits.ClosestTo(pos);
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return null;
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}
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List<Actor> FindEnemyConstructionYards()
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{
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return world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.IsDead()
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&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
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}
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Actor FindEnemyBuildingClosestToPos(WPos pos)
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{
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var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
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&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
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return closestBuilding;
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}
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void CleanSquads()
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{
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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s.units.RemoveAll(a => a.IsDead() || a.Owner != p);
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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Squad GetSquadOfType(SquadType type)
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{
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return squads.FirstOrDefault(s => s.type == type);
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}
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Squad RegisterNewSquad(SquadType type, Actor target)
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{
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var ret = new Squad(this, type, target);
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squads.Add(ret);
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return ret;
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}
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Squad RegisterNewSquad(SquadType type)
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{
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return RegisterNewSquad(type, null);
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}
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int assignRolesTicks = 0;
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int rushTicks = 0;
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int attackForceTicks = 0;
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void AssignRolesToIdleUnits(Actor self)
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{
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|
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(15))
|
|
.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(15))
|
|
.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 = world.FindTilesInCircle(startPos, 8)
|
|
.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 (int i = 0; i < x; i += radiusOfPower * 2)
|
|
{
|
|
for (int 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 < 12);
|
|
}
|
|
|
|
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 (Rules.Info[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);
|
|
}
|
|
}
|
|
}
|
|
}
|