270 lines
8.9 KiB
C#
270 lines
8.9 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.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("Controls AI unit production.")]
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public class UnitBuilderBotModuleInfo : ConditionalTraitInfo
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{
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// TODO: Investigate whether this might the (or at least one) reason why bots occasionally get into a state of doing nothing.
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// Reason: If this is less than SquadSize, the bot might get stuck between not producing more units due to this,
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// but also not creating squads since there aren't enough idle units.
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[Desc("If > 0, only produce units as long as there are less than this amount of units idling inside the base.",
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"Beware: if it is less than squad size, e.g. the `SquadSize` from `SquadManagerBotModule`, " +
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"the bot might get stuck as there aren't enough idle units to create squad.")]
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public readonly int IdleBaseUnitsMaximum = -1;
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[Desc("Production queues AI uses for producing units.")]
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public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
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[Desc("What units to the AI should build.", "What relative share of the total army must be this type of unit.")]
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public readonly Dictionary<string, int> UnitsToBuild = null;
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[Desc("What units should the AI have a maximum limit to train.")]
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public readonly Dictionary<string, int> UnitLimits = null;
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[Desc("When should the AI start train specific units.")]
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public readonly Dictionary<string, int> UnitDelays = null;
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[Desc("Only queue construction of a new unit when above this requirement.")]
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public readonly int ProductionMinCashRequirement = 500;
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public override object Create(ActorInitializer init) { return new UnitBuilderBotModule(init.Self, this); }
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}
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public class UnitBuilderBotModule : ConditionalTrait<UnitBuilderBotModuleInfo>,
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IBotTick, IBotNotifyIdleBaseUnits, IBotRequestUnitProduction, IGameSaveTraitData, INotifyActorDisposing
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{
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public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
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readonly World world;
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readonly Player player;
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readonly List<string> queuedBuildRequests = new();
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readonly ActorIndex.OwnerAndNames unitsToBuild;
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IBotRequestPauseUnitProduction[] requestPause;
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int idleUnitCount;
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int currentQueueIndex = 0;
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PlayerResources playerResources;
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int ticks;
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public UnitBuilderBotModule(Actor self, UnitBuilderBotModuleInfo 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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unitsToBuild = new ActorIndex.OwnerAndNames(world, info.UnitsToBuild.Keys, player);
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}
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protected override void Created(Actor self)
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{
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requestPause = self.Owner.PlayerActor.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
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playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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}
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void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits)
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{
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idleUnitCount = idleUnits.Count;
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}
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void IBotTick.BotTick(IBot bot)
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{
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// PERF: We shouldn't be queueing new units when we're low on cash
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if (playerResources.GetCashAndResources() < Info.ProductionMinCashRequirement || requestPause.Any(rp => rp.PauseUnitProduction))
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return;
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ticks++;
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if (ticks % FeedbackTime == 0)
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{
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ILookup<string, ProductionQueue> queuesByCategory = null;
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var buildRequest = queuedBuildRequests.FirstOrDefault();
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if (buildRequest != null)
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{
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queuesByCategory ??= AIUtils.FindQueuesByCategory(player);
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BuildUnit(bot, buildRequest, queuesByCategory);
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queuedBuildRequests.Remove(buildRequest);
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}
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if (Info.IdleBaseUnitsMaximum <= 0 || Info.IdleBaseUnitsMaximum > idleUnitCount)
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{
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queuesByCategory ??= AIUtils.FindQueuesByCategory(player);
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for (var i = 0; i < Info.UnitQueues.Length; i++)
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{
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if (++currentQueueIndex >= Info.UnitQueues.Length)
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currentQueueIndex = 0;
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var category = Info.UnitQueues[currentQueueIndex];
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var queues = queuesByCategory[category].ToArray();
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if (queues.Length != 0)
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{
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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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BuildRandomUnit(bot, queues);
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break;
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}
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}
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}
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}
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}
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void IBotRequestUnitProduction.RequestUnitProduction(IBot bot, string requestedActor)
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{
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queuedBuildRequests.Add(requestedActor);
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}
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int IBotRequestUnitProduction.RequestedProductionCount(IBot bot, string requestedActor)
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{
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return queuedBuildRequests.Count(r => r == requestedActor);
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}
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void BuildRandomUnit(IBot bot, ProductionQueue[] queues)
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{
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if (Info.UnitsToBuild.Count == 0)
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return;
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// Pick a free queue
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var queue = queues.FirstOrDefault(q => !q.AllQueued().Any());
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if (queue == null)
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return;
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var unit = ChooseRandomUnitToBuild(queue);
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if (unit == null)
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return;
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bot.QueueOrder(Order.StartProduction(queue.Actor, unit.Name, 1));
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}
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// In cases where we want to build a specific unit but don't know the queue name (because there's more than one possibility)
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void BuildUnit(IBot bot, string name, ILookup<string, ProductionQueue> queuesByCategory)
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{
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var actorInfo = world.Map.Rules.Actors[name];
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if (actorInfo == null)
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return;
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var buildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
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if (buildableInfo == null)
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return;
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ProductionQueue queue = null;
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foreach (var pq in buildableInfo.Queue)
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{
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queue = queuesByCategory[pq].FirstOrDefault(q => !q.AllQueued().Any());
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if (queue != null)
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break;
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}
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if (queue != null)
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{
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bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1));
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AIUtils.BotDebug("{0} decided to build {1} (external request)", queue.Actor.Owner, name);
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}
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}
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems().Shuffle(world.LocalRandom).ToArray();
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if (buildableThings.Length == 0)
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return null;
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var allUnits = unitsToBuild.Actors.Where(a => !a.IsDead).ToArray();
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ActorInfo desiredUnit = null;
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var desiredError = int.MaxValue;
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foreach (var unit in buildableThings)
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{
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if (!Info.UnitsToBuild.TryGetValue(unit.Name, out var share) ||
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(Info.UnitDelays != null && Info.UnitDelays.TryGetValue(unit.Name, out var delay) && delay > world.WorldTick))
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continue;
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var unitCount = allUnits.Count(a => a.Info.Name == unit.Name);
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if (Info.UnitLimits != null && Info.UnitLimits.TryGetValue(unit.Name, out var count) && unitCount >= count)
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continue;
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var error = allUnits.Length > 0 ? unitCount * 100 / allUnits.Length - share : -1;
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if (error < 0)
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return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
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if (error < desiredError)
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{
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desiredError = error;
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desiredUnit = unit;
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}
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}
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return desiredUnit != null ? (HasAdequateAirUnitReloadBuildings(desiredUnit) ? desiredUnit : null) : null;
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}
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// For mods like RA (number of RearmActors must match the number of aircraft)
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bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
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{
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var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
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if (aircraftInfo == null)
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return true;
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// If actor isn't Rearmable, it doesn't need a RearmActor to reload
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var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
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if (rearmableInfo == null)
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return true;
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var countOwnAir = AIUtils.CountActorsWithNameAndTrait<IPositionable>(actorInfo.Name, player);
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var countBuildings = rearmableInfo.RearmActors.Sum(b => AIUtils.CountActorsWithNameAndTrait<Building>(b, player));
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if (countOwnAir >= countBuildings)
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return false;
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return true;
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}
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List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
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{
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if (IsTraitDisabled)
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return null;
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return new List<MiniYamlNode>()
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{
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new("QueuedBuildRequests", FieldSaver.FormatValue(queuedBuildRequests.ToArray())),
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new("IdleUnitCount", FieldSaver.FormatValue(idleUnitCount))
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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 queuedBuildRequestsNode = data.NodeWithKeyOrDefault("QueuedBuildRequests");
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if (queuedBuildRequestsNode != null)
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{
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queuedBuildRequests.Clear();
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queuedBuildRequests.AddRange(FieldLoader.GetValue<string[]>("QueuedBuildRequests", queuedBuildRequestsNode.Value.Value));
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}
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var idleUnitCountNode = data.NodeWithKeyOrDefault("IdleUnitCount");
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if (idleUnitCountNode != null)
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idleUnitCount = FieldLoader.GetValue<int>("IdleUnitCount", idleUnitCountNode.Value.Value);
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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unitsToBuild.Dispose();
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}
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}
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}
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