- Now obeys defined structure percentages and limits. - Faster. - More readable and maintainable code.
821 lines
25 KiB
C#
821 lines
25 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.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.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.AI
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{
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public sealed 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 string[] BuildingQueues = { "Building" };
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public readonly string[] DefenseQueues = { "Defense" };
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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("How long to wait (in ticks) between structure production checks when there is no active production.")]
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public readonly int StructureProductionInactiveDelay = 125;
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[Desc("How long to wait (in ticks) between structure production checks ticks when actively building things.")]
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public readonly int StructureProductionActiveDelay = 10;
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[Desc("Minimum range at which to build defensive structures near a combat hotspot.")]
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public readonly int MinimumDefenseRadius = 5;
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[Desc("Maximum range at which to build defensive structures near a combat hotspot.")]
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public readonly int MaximumDefenseRadius = 20;
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[Desc("Try to build another production building if there is too much cash.")]
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public readonly int NewProductionCashThreshold = 5000;
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[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
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public readonly int IdleBaseUnitsMaximum = 12;
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[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
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public readonly int RushAttackScanRadius = 15;
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[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
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public readonly int ProtectUnitScanRadius = 15;
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[Desc("Radius in cells around a factory scanned for rally points by the AI.")]
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public readonly int RallyPointScanRadius = 8;
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[Desc("Radius in cells around the center of the base to expand.")]
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public readonly int MaxBaseRadius = 20;
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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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var nd = y.ToDictionary();
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return nd.ContainsKey(field)
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? nd[field].ToDictionary(my => FieldLoader.GetValue<T>(field, my.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, init); }
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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 sealed class HackyAI : ITick, IBot, INotifyDamage
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{
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public MersenneTwister random { get; private set; }
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public readonly HackyAIInfo Info;
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public CPos baseCenter { get; private set; }
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public Player p { get; private set; }
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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bool enabled;
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int ticks;
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HashSet<int> resourceTypeIndices;
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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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List<BaseBuilder> builders = new List<BaseBuilder>();
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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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public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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public readonly World world;
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public Map Map { get { return world.Map; } }
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IBotInfo IBot.Info { get { return this.Info; } }
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public HackyAI(HackyAIInfo info, ActorInitializer init)
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{
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Info = info;
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world = init.world;
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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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foreach (var building in Info.BuildingQueues)
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builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
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foreach (var defense in Info.DefenseQueues)
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builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
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random = new MersenneTwister((int)p.PlayerActor.ActorID);
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resourceTypeIndices = new HashSet<int>(
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Map.Rules.Actors["world"].Traits
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.WithInterface<ResourceTypeInfo>()
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.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));
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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.Shuffle(random))
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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(Map.Rules.Actors[unit.Key]))
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return Map.Rules.Actors[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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public ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
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{
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if (commonName == "ConstructionYard")
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return Map.Rules.Actors.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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public 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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public 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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throw new InvalidOperationException("Can't find {0} in the HackyAI UnitsCommonNames definition.".F(commonName));
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return Map.Rules.Actors.Where(k => names[commonName].Contains(k.Key)).Random(random).Value;
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}
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public 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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public 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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public 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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// 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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CPos defenseCenter;
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public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
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{
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var bi = Map.Rules.Actors[actorType].Traits.GetOrDefault<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 = 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 => (center - target).LengthSquared);
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else
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cells = cells.Shuffle(random);
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foreach (var cell in cells)
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{
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if (!world.CanPlaceBuilding(actorType, bi, cell, null))
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continue;
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if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(world, p, actorType, cell))
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continue;
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return cell;
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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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// Build near the closest enemy structure
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var closestEnemy = world.Actors.Where(a => !a.Destroyed && a.HasTrait<Building>() && p.Stances[a.Owner] == Stance.Enemy)
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.ClosestTo(world.Map.CenterOfCell(defenseCenter));
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var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
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return findPos(defenseCenter, targetCell, Info.MinimumDefenseRadius, Info.MaximumDefenseRadius);
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case BuildingType.Refinery:
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// Try and place the refinery near a resource field
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var nearbyResources = Map.FindTilesInCircle(baseCenter, Info.MaxBaseRadius)
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.Where(a => resourceTypeIndices.Contains(Map.GetTerrainIndex(a)))
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.Shuffle(random);
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foreach (var c in nearbyResources)
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{
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var found = findPos(c, baseCenter, 0, Info.MaxBaseRadius);
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if (found != null)
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return found;
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}
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// Try and find a free spot somewhere else in the base
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return findPos(baseCenter, baseCenter, 0, Info.MaxBaseRadius);
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case BuildingType.Building:
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return findPos(baseCenter, baseCenter, 0, distanceToBaseIsImportant ? Info.MaxBaseRadius : Map.MaxTilesInCircleRange);
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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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.MaxByOrDefault(g => g.Key);
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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(world.Map.CenterOfCell(baseCenter));
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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>());
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return allEnemyUnits.ClosestTo(pos);
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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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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 = null)
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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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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();
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activeUnits.RemoveAll(a => a.IsDead() || a.Owner != p);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead() || a.Owner != p);
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if (--rushTicks <= 0)
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{
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rushTicks = Info.RushInterval;
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TryToRushAttack();
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}
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if (--attackForceTicks <= 0)
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{
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attackForceTicks = Info.AttackForceInterval;
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foreach (var s in squads)
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s.Update();
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}
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if (--assignRolesTicks > 0)
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return;
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assignRolesTicks = Info.AssignRolesInterval;
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GiveOrdersToIdleHarvesters();
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FindNewUnits(self);
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CreateAttackForce();
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FindAndDeployBackupMcv(self);
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}
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void GiveOrdersToIdleHarvesters()
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{
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// Find idle harvesters and give them orders:
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foreach (var a in activeUnits)
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{
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var harv = a.TraitOrDefault<Harvester>();
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if (harv == null)
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continue;
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if (!a.IsIdle)
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{
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var act = a.GetCurrentActivity();
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// A Wait activity is technically idle:
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if ((act.GetType() != typeof(Wait)) &&
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(act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources)))
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continue;
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}
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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)
|
|
{
|
|
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(world.Map.CenterOfCell(baseCenter), 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, BuildingInfo info)
|
|
{
|
|
return info != null && world.IsCellBuildable(x, info);
|
|
}
|
|
|
|
void SetRallyPointsForNewProductionBuildings(Actor self)
|
|
{
|
|
var buildings = self.World.ActorsWithTrait<RallyPoint>()
|
|
.Where(rp => rp.Actor.Owner == p &&
|
|
!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.Traits.GetOrDefault<BuildingInfo>())).ToArray();
|
|
|
|
foreach (var a in buildings)
|
|
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), 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.Traits.GetOrDefault<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 == 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)
|
|
{
|
|
// 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 factType = mcv.Info.Traits.Get<TransformsInfo>().IntoActor;
|
|
var desiredLocation = ChooseBuildLocation(factType, false, 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, SuppressVisualFeedback = true });
|
|
}
|
|
}
|
|
}
|
|
|
|
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 = world.Map.CenterOfCell(new CPos(i, j));
|
|
var targets = world.FindActorsInCircle(pos, 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 && 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 == 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.Actor, 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.Actor, 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;
|
|
|
|
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);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|