This allows actor.Info.HasTraitInfo to be used when checking if an actor needs to be added to the index, which is a cheaper call than actor.TraitsImplementing.
425 lines
16 KiB
C#
425 lines
16 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Manages AI base construction.")]
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public class BaseBuilderBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Tells the AI what building types are considered construction yards.")]
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public readonly HashSet<string> ConstructionYardTypes = new();
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[Desc("Tells the AI what building types are considered vehicle production facilities.")]
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public readonly HashSet<string> VehiclesFactoryTypes = new();
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[Desc("Tells the AI what building types are considered refineries.")]
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public readonly HashSet<string> RefineryTypes = new();
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[Desc("Tells the AI what building types are considered power plants.")]
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public readonly HashSet<string> PowerTypes = new();
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[Desc("Tells the AI what building types are considered infantry production facilities.")]
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public readonly HashSet<string> BarracksTypes = new();
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[Desc("Tells the AI what building types are considered production facilities.")]
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public readonly HashSet<string> ProductionTypes = new();
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[Desc("Tells the AI what building types are considered naval production facilities.")]
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public readonly HashSet<string> NavalProductionTypes = new();
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[Desc("Tells the AI what building types are considered silos (resource storage).")]
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public readonly HashSet<string> SiloTypes = new();
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[Desc("Tells the AI what building types are considered defenses.")]
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public readonly HashSet<string> DefenseTypes = new();
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[Desc("Production queues AI uses for buildings.")]
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public readonly HashSet<string> BuildingQueues = new() { "Building" };
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[Desc("Production queues AI uses for defenses.")]
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public readonly HashSet<string> DefenseQueues = new() { "Defense" };
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[Desc("Minimum distance in cells from center of the base when checking for building placement.")]
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public readonly int MinBaseRadius = 2;
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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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[Desc("Minimum excess power the AI should try to maintain.")]
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public readonly int MinimumExcessPower = 0;
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[Desc("The targeted excess power the AI tries to maintain cannot rise above this.")]
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public readonly int MaximumExcessPower = 0;
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[Desc("Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.")]
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public readonly int ExcessPowerIncrement = 0;
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[Desc("Increase maintained excess power by ExcessPowerIncrement for every N base buildings.")]
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public readonly int ExcessPowerIncreaseThreshold = 1;
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[Desc("Number of refineries to build before building a barracks.")]
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public readonly int InititalMinimumRefineryCount = 1;
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[Desc("Number of refineries to build additionally after building a barracks.")]
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public readonly int AdditionalMinimumRefineryCount = 1;
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[Desc("Additional delay (in ticks) between structure production checks when there is no active production.",
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"StructureProductionRandomBonusDelay is added to this.")]
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public readonly int StructureProductionInactiveDelay = 125;
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[Desc("Additional delay (in ticks) added between structure production checks when actively building things.",
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"Note: this should be at least as large as the typical order latency to avoid duplicated build choices.")]
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public readonly int StructureProductionActiveDelay = 25;
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[Desc("A random delay (in ticks) of up to this is added to active/inactive production delays.")]
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public readonly int StructureProductionRandomBonusDelay = 10;
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[Desc("Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
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public readonly int StructureProductionResumeDelay = 1500;
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[Desc("After how many failed attempts to place a structure should AI give up and wait",
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"for StructureProductionResumeDelay before retrying.")]
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public readonly int MaximumFailedPlacementAttempts = 3;
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[Desc("How many randomly chosen cells with resources to check when deciding refinery placement.")]
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public readonly int MaxResourceCellsToCheck = 3;
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[Desc("Delay (in ticks) until rechecking for new BaseProviders.")]
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public readonly int CheckForNewBasesDelay = 1500;
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[Desc("Chance that the AI will place the defenses in the direction of the closest enemy building.")]
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public readonly int PlaceDefenseTowardsEnemyChance = 100;
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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("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 each building with ProvideBuildableArea",
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"to check for a 3x3 area of water where naval structures can be built.",
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"Should match maximum adjacency of naval structures.")]
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public readonly int CheckForWaterRadius = 8;
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[Desc("Terrain types which are considered water for base building purposes.")]
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public readonly HashSet<string> WaterTerrainTypes = new() { "Water" };
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[Desc("What buildings to the AI should build.", "What integer percentage of the total base must be this type of building.")]
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public readonly Dictionary<string, int> BuildingFractions = null;
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[Desc("What buildings should the AI have a maximum limit to build.")]
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public readonly Dictionary<string, int> BuildingLimits = null;
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[Desc("When should the AI start building specific buildings.")]
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public readonly Dictionary<string, int> BuildingDelays = null;
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[Desc("Only queue construction of a new structure when above this requirement.")]
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public readonly int ProductionMinCashRequirement = 500;
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[Desc("Delay (in ticks) between reassigning rally points.")]
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public readonly int AssignRallyPointsInterval = 100;
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public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); }
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}
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public class BaseBuilderBotModule : ConditionalTrait<BaseBuilderBotModuleInfo>, IGameSaveTraitData,
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IBotTick, IBotPositionsUpdated, IBotRespondToAttack, IBotRequestPauseUnitProduction, INotifyActorDisposing
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{
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public CPos GetRandomBaseCenter()
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{
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var randomConstructionYard = constructionYardBuildings.Actors
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.RandomOrDefault(world.LocalRandom);
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return randomConstructionYard?.Location ?? initialBaseCenter;
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}
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public CPos DefenseCenter { get; private set; }
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// Actor, ActorCount.
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public Dictionary<string, int> BuildingsBeingProduced = new();
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readonly World world;
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readonly Player player;
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PowerManager playerPower;
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PlayerResources playerResources;
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IResourceLayer resourceLayer;
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IPathFinder pathFinder;
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IBotPositionsUpdated[] positionsUpdatedModules;
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CPos initialBaseCenter;
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readonly Stack<TraitPair<RallyPoint>> rallyPoints = new();
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int assignRallyPointsTicks;
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readonly BaseBuilderQueueManager[] builders;
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int currentBuilderIndex = 0;
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineryBuildings;
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> powerBuildings;
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> constructionYardBuildings;
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> barracksBuildings;
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public BaseBuilderBotModule(Actor self, BaseBuilderBotModuleInfo info)
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: base(info)
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{
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world = self.World;
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player = self.Owner;
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builders = new BaseBuilderQueueManager[info.BuildingQueues.Count + info.DefenseQueues.Count];
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refineryBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
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powerBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.PowerTypes, player);
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constructionYardBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.ConstructionYardTypes, player);
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barracksBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.BarracksTypes, player);
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}
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protected override void Created(Actor self)
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{
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playerPower = self.Owner.PlayerActor.TraitOrDefault<PowerManager>();
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playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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resourceLayer = self.World.WorldActor.TraitOrDefault<IResourceLayer>();
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pathFinder = self.World.WorldActor.TraitOrDefault<IPathFinder>();
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positionsUpdatedModules = self.Owner.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
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var i = 0;
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foreach (var building in Info.BuildingQueues)
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builders[i++] = new BaseBuilderQueueManager(this, building, player, playerPower, playerResources, resourceLayer);
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foreach (var defense in Info.DefenseQueues)
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builders[i++] = new BaseBuilderQueueManager(this, defense, player, playerPower, playerResources, resourceLayer);
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}
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protected override void TraitEnabled(Actor self)
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{
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// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
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assignRallyPointsTicks = world.LocalRandom.Next(0, Info.AssignRallyPointsInterval);
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}
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void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
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{
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initialBaseCenter = newLocation;
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}
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void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation)
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{
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DefenseCenter = newLocation;
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}
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bool IBotRequestPauseUnitProduction.PauseUnitProduction => !IsTraitDisabled && !HasAdequateRefineryCount();
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void IBotTick.BotTick(IBot bot)
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{
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if (--assignRallyPointsTicks <= 0)
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{
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assignRallyPointsTicks = Math.Max(2, Info.AssignRallyPointsInterval);
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foreach (var rp in world.ActorsWithTrait<RallyPoint>().Where(rp => rp.Actor.Owner == player))
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rallyPoints.Push(rp);
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}
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else
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{
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// PERF: Spread out rally point assignments updates across multiple ticks.
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var updateCount = Exts.IntegerDivisionRoundingAwayFromZero(rallyPoints.Count, assignRallyPointsTicks);
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for (var i = 0; i < updateCount; i++)
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{
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var rp = rallyPoints.Pop();
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if (rp.Actor.Owner == player)
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SetRallyPoint(bot, rp);
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}
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}
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BuildingsBeingProduced.Clear();
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// PERF: We tick only one type of valid queue at a time
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// if AI gets enough cash, it can fill all of its queues with enough ticks
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var findQueue = false;
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var queuesByCategory = AIUtils.FindQueuesByCategory(player);
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for (int i = 0, builderIndex = currentBuilderIndex; i < builders.Length; i++)
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{
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if (++builderIndex >= builders.Length)
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builderIndex = 0;
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--builders[builderIndex].WaitTicks;
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var queues = queuesByCategory[builders[builderIndex].Category].ToArray();
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if (queues.Length != 0)
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{
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if (!findQueue)
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{
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currentBuilderIndex = builderIndex;
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findQueue = true;
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}
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// Refresh "BuildingsBeingProduced" only when AI can produce
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if (playerResources.GetCashAndResources() >= Info.ProductionMinCashRequirement)
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{
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foreach (var queue in queues)
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{
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var producing = queue.AllQueued().FirstOrDefault();
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if (producing == null)
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continue;
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if (BuildingsBeingProduced.TryGetValue(producing.Item, out var number))
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BuildingsBeingProduced[producing.Item] = number + 1;
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else
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BuildingsBeingProduced.Add(producing.Item, 1);
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}
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}
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}
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}
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builders[currentBuilderIndex].Tick(bot, queuesByCategory);
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}
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void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
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{
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if (e.Attacker == null || e.Attacker.Disposed)
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return;
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if (e.Attacker.Owner.RelationshipWith(self.Owner) != PlayerRelationship.Enemy)
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return;
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if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
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return;
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// Protect buildings
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if (self.Info.HasTraitInfo<BuildingInfo>())
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foreach (var n in positionsUpdatedModules)
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n.UpdatedDefenseCenter(e.Attacker.Location);
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}
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void SetRallyPoint(IBot bot, TraitPair<RallyPoint> rp)
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{
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var needsRallyPoint = rp.Trait.Path.Count == 0;
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if (!needsRallyPoint)
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{
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var locomotors = LocomotorsForProducibles(rp.Actor);
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needsRallyPoint = !IsRallyPointValid(rp.Actor.Location, rp.Trait.Path[0], locomotors, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>());
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}
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if (needsRallyPoint)
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{
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bot.QueueOrder(new Order("SetRallyPoint", rp.Actor, Target.FromCell(world, ChooseRallyLocationNear(rp.Actor)), false)
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{
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SuppressVisualFeedback = true
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});
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}
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}
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// Won't work for shipyards...
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CPos ChooseRallyLocationNear(Actor producer)
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{
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var locomotors = LocomotorsForProducibles(producer);
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var possibleRallyPoints = world.Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
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.Where(c => IsRallyPointValid(producer.Location, c, locomotors, producer.Info.TraitInfoOrDefault<BuildingInfo>()))
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.ToList();
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if (possibleRallyPoints.Count == 0)
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{
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AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location);
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return producer.Location;
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}
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return possibleRallyPoints.Random(world.LocalRandom);
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}
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Locomotor[] LocomotorsForProducibles(Actor producer)
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{
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var buildingInfo = producer.Info.TraitInfoOrDefault<BuildingInfo>();
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var productionInfo = producer.Info.TraitInfoOrDefault<ProductionInfo>();
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var locomotors = Array.Empty<Locomotor>();
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if (productionInfo != null && productionInfo.Produces.Length > 0)
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{
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var productionQueues = producer.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.Where(pq => productionInfo.Produces.Contains(pq.Info.Type));
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var producibles = productionQueues.SelectMany(pq => pq.BuildableItems());
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var locomotorNames = producibles
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.Select(p => p.TraitInfoOrDefault<MobileInfo>())
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.Where(mi => mi != null)
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.Select(mi => mi.Locomotor)
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.ToHashSet();
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locomotors = world.WorldActor.TraitsImplementing<Locomotor>()
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.Where(l => locomotorNames.Contains(l.Info.Name))
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.ToArray();
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}
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return locomotors;
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}
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bool IsRallyPointValid(CPos producerLocation, CPos rallyPointLocation, Locomotor[] locomotors, BuildingInfo buildingInfo)
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{
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return
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(pathFinder == null ||
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locomotors.All(l => pathFinder.PathMightExistForLocomotorBlockedByImmovable(l, producerLocation, rallyPointLocation)))
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&&
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(buildingInfo == null ||
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world.IsCellBuildable(rallyPointLocation, null, buildingInfo));
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}
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// Require at least one refinery, unless we can't build it.
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public bool HasAdequateRefineryCount() =>
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Info.RefineryTypes.Count == 0 ||
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AIUtils.CountActorByCommonName(refineryBuildings) >= MinimumRefineryCount() ||
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AIUtils.CountActorByCommonName(powerBuildings) == 0 ||
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AIUtils.CountActorByCommonName(constructionYardBuildings) == 0;
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int MinimumRefineryCount() =>
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AIUtils.CountActorByCommonName(barracksBuildings) > 0
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? Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount
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: Info.InititalMinimumRefineryCount;
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List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
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{
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if (IsTraitDisabled)
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return null;
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return new List<MiniYamlNode>()
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{
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new("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)),
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new("DefenseCenter", FieldSaver.FormatValue(DefenseCenter))
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};
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}
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void IGameSaveTraitData.ResolveTraitData(Actor self, MiniYaml data)
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{
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if (self.World.IsReplay)
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return;
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var initialBaseCenterNode = data.NodeWithKeyOrDefault("InitialBaseCenter");
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if (initialBaseCenterNode != null)
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initialBaseCenter = FieldLoader.GetValue<CPos>("InitialBaseCenter", initialBaseCenterNode.Value.Value);
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var defenseCenterNode = data.NodeWithKeyOrDefault("DefenseCenter");
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if (defenseCenterNode != null)
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DefenseCenter = FieldLoader.GetValue<CPos>("DefenseCenter", defenseCenterNode.Value.Value);
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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refineryBuildings.Dispose();
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powerBuildings.Dispose();
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constructionYardBuildings.Dispose();
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barracksBuildings.Dispose();
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}
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}
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}
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