Files
OpenRA/OpenRA.Mods.RA/AI/HackyAI.cs
2013-03-06 11:49:45 +01:00

1431 lines
42 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Air;
using OpenRA.Traits;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA.Mods.RA.AI
{
class HackyAIInfo : IBotInfo, ITraitInfo
{
public readonly string Name = "Unnamed Bot";
public readonly int SquadSize = 8;
//intervals
public readonly int AssignRolesInterval = 20;
public readonly int RushInterval = 600;
public readonly int AttackForceInterval = 30;
public readonly string RallypointTestBuilding = "fact"; // temporary hack to maintain previous rallypoint behavior.
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
public readonly bool ShouldRepairBuildings = true;
string IBotInfo.Name { get { return this.Name; } }
[FieldLoader.LoadUsing("LoadUnits")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[FieldLoader.LoadUsing("LoadBuildings")]
public readonly Dictionary<string, float> BuildingFractions = null;
[FieldLoader.LoadUsing("LoadUnitsCommonNames")]
public readonly Dictionary<string, string[]> UnitsCommonNames = null;
[FieldLoader.LoadUsing("LoadBuildingsCommonNames")]
public readonly Dictionary<string, string[]> BuildingCommonNames = null;
[FieldLoader.LoadUsing("LoadBuildingLimits")]
public readonly Dictionary<string, int> BuildingLimits = null;
static object LoadActorList(MiniYaml y, string field)
{
return LoadList<float>(y, field);
}
static object LoadListList(MiniYaml y, string field)
{
return LoadList<string[]>(y,field);
}
static object LoadList<ValueType>(MiniYaml y, string field)
{
return y.NodesDict.ContainsKey(field)
? y.NodesDict[field].NodesDict.ToDictionary(
a => a.Key,
a => FieldLoader.GetValue<ValueType>(field, a.Value.Value))
: new Dictionary<string, ValueType>();
}
static object LoadUnits(MiniYaml y) { return LoadActorList(y, "UnitsToBuild"); }
static object LoadBuildings(MiniYaml y) { return LoadActorList(y, "BuildingFractions"); }
static object LoadUnitsCommonNames(MiniYaml y) { return LoadListList(y, "UnitsCommonNames"); }
static object LoadBuildingsCommonNames(MiniYaml y) { return LoadListList(y, "BuildingCommonNames"); }
static object LoadBuildingLimits(MiniYaml y) { return LoadList<int>(y, "BuildingLimits"); }
public object Create(ActorInitializer init) { return new HackyAI(this); }
}
/* a pile of hacks, which control a local player on the host. */
class Enemy { public int Aggro; }
enum SquadType { Assault, Air, Rush, Protection }
enum BuildingType { Building, Defense, Refinery }
class Squad
{
public List<Actor> units = new List<Actor>();
public SquadType type;
World world;
HackyAI bot;
XRandom random;
Actor target;
StateMachine fsm;
//fuzzy
AttackOrFleeFuzzy attackOrFleeFuzzy = new AttackOrFleeFuzzy();
public Squad(HackyAI bot, SquadType type) : this(bot, type, null) { }
public Squad(HackyAI bot, SquadType type, Actor target)
{
this.bot = bot;
this.world = bot.world;
this.random = bot.random;
this.type = type;
this.target = target;
fsm = new StateMachine(this);
switch (type)
{
case SquadType.Assault:
case SquadType.Rush:
fsm.ChangeState(new GroundUnitsIdleState(), true);
break;
case SquadType.Air:
fsm.ChangeState(new AirIdleState(), true);
break;
case SquadType.Protection:
fsm.ChangeState(new UnitsForProtectionIdleState(), true);
break;
}
}
public void Update()
{
if (IsEmpty) return;
fsm.UpdateFsm();
}
public bool IsEmpty
{
get { return !units.Any(); }
}
public Actor Target
{
get { return target; }
set { target = value; }
}
public bool TargetIsValid
{
get { return (target != null && !target.IsDead() && !target.Destroyed
&& target.IsInWorld && !target.HasTrait<Husk>()); }
}
//**********************************************************************************
// Squad AI States
/* Include general functional for all states */
abstract class StateBase
{
protected const int dangerRadius = 10;
protected virtual bool MayBeFlee(Squad owner, Func<List<Actor>, bool> flee)
{
if (owner.IsEmpty) return false;
var u = owner.units.Random(owner.random);
var units = owner.world.FindUnitsInCircle(u.CenterLocation, Game.CellSize * dangerRadius).ToList();
var ownBaseBuildingAround = units.Where(unit => unit.Owner == owner.bot.p && unit.HasTrait<Building>()).ToList();
if (ownBaseBuildingAround.Count > 0) return false;
var enemyAroundUnit = units.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
if (!enemyAroundUnit.Any()) return false;
return flee(enemyAroundUnit);
}
protected static CPos? AverageUnitsPosition(List<Actor> units)
{
int x = 0;
int y = 0;
int countUnits = 0;
foreach (var u in units)
{
x += u.Location.X;
y += u.Location.Y;
countUnits++;
}
x = x / countUnits;
y = y / countUnits;
return (x != 0 && y != 0) ? new CPos?(new CPos(x, y)) : null;
}
protected static void GoToRandomOwnBuilding(Squad owner)
{
var loc = RandomBuildingLocation(owner);
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
}
protected static CPos RandomBuildingLocation(Squad owner)
{
var location = owner.bot.baseCenter;
var buildings = owner.world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner.bot.p).Select(a => a.Actor).ToArray();
if (buildings.Length > 0)
location = buildings.Random(owner.random).Location;
return location;
}
protected static bool BusyAttack(Actor a)
{
if (!a.IsIdle)
if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
a.GetCurrentActivity().GetType() == typeof(FlyAttack) ||
(a.GetCurrentActivity().NextActivity != null &&
(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Attack) ||
a.GetCurrentActivity().NextActivity.GetType() == typeof(FlyAttack)) )
)
return true;
return false;
}
protected static bool CanAttackTarget(Actor a, Actor target)
{
if (!a.HasTrait<AttackBase>()) return false;
if (!target.HasTrait<TargetableUnit<TargetableUnitInfo>>() &&
!target.HasTrait<TargetableBuilding>()) return false;
foreach (var weap in a.Trait<AttackBase>().Weapons)
if (target.HasTrait<TargetableUnit<TargetableUnitInfo>>() &&
weap.Info.ValidTargets.Intersect(target.Trait<TargetableUnit<TargetableUnitInfo>>().TargetTypes) != null)
return true;
else if (target.HasTrait<TargetableBuilding>() &&
weap.Info.ValidTargets.Intersect(target.Trait<TargetableBuilding>().TargetTypes) != null)
return true;
return false;
}
}
/* States for air units */
abstract class AirStateBase : StateBase
{
protected const int missileUnitsMultiplier = 3;
protected static int CountAntiAirUnits(List<Actor> units)
{
int missileUnitsCount = 0;
foreach (var unit in units)
if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
&& !unit.IsDisabled())
foreach (var weap in unit.Trait<AttackBase>().Weapons)
if (weap.Info.ValidTargets.Contains("Air"))
{
missileUnitsCount++;
break;
}
return missileUnitsCount;
}
//checks the number of anti air enemies around units
protected virtual bool MayBeFlee(Squad owner)
{
return base.MayBeFlee(owner, (enemyAroundUnit) =>
{
int missileUnitsCount = 0;
if (enemyAroundUnit.Count > 0)
missileUnitsCount = CountAntiAirUnits(enemyAroundUnit);
if (missileUnitsCount * missileUnitsMultiplier > owner.units.Count)
return true;
return false;
});
}
protected static Actor FindDefenselessTarget(Squad owner)
{
Actor target = null;
FindSafePlace(owner, out target, true);
return target == null ? null : target;
}
protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
{
World world = owner.world;
detectedEnemyTarget = null;
int x = (world.Map.MapSize.X % dangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + dangerRadius;
int y = (world.Map.MapSize.Y % dangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + dangerRadius;
for (int i = 0; i < x; i += dangerRadius * 2)
for (int j = 0; j < y; j += dangerRadius * 2)
{
CPos pos = new CPos(i, j);
if (NearToPosSafely(owner, pos.ToPPos(), out detectedEnemyTarget))
{
if (needTarget)
{
if (detectedEnemyTarget == null)
continue;
else
return pos;
}
return pos;
}
}
return null;
}
protected static bool NearToPosSafely(Squad owner, PPos loc)
{
Actor a;
return NearToPosSafely(owner, loc, out a);
}
protected static bool NearToPosSafely(Squad owner, PPos loc, out Actor detectedEnemyTarget)
{
detectedEnemyTarget = null;
var unitsAroundPos = owner.world.FindUnitsInCircle(loc, Game.CellSize * dangerRadius)
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
int missileUnitsCount = 0;
if (unitsAroundPos.Count > 0)
{
missileUnitsCount = CountAntiAirUnits(unitsAroundPos);
if (missileUnitsCount * missileUnitsMultiplier < owner.units.Count)
{
detectedEnemyTarget = unitsAroundPos.Random(owner.random);
return true;
}
else
return false;
}
return true;
}
protected static bool FullAmmo(Actor a)
{
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return (limitedAmmo != null && limitedAmmo.FullAmmo());
}
protected static bool HasAmmo(Actor a)
{
var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
return (limitedAmmo != null && limitedAmmo.HasAmmo());
}
protected static bool IsReloadable(Actor a)
{
return a.HasTrait<Reloads>();
}
protected static bool IsRearm(Actor a)
{
if (a.GetCurrentActivity() == null) return false;
if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) ||
a.GetCurrentActivity().GetType() == typeof(ResupplyAircraft) ||
(a.GetCurrentActivity().NextActivity != null &&
(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) ||
a.GetCurrentActivity().NextActivity.GetType() == typeof(ResupplyAircraft)))
)
return true;
return false;
}
}
class AirIdleState : AirStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (MayBeFlee(owner))
{
owner.fsm.ChangeState(new AirFleeState(), true);
return;
}
var e = FindDefenselessTarget(owner);
if (e == null)
return;
else
{
owner.Target = e;
owner.fsm.ChangeState(new AirAttackState(), true);
}
}
public void Exit(Squad owner) { }
}
class AirAttackState : AirStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (!owner.TargetIsValid)
{
var a = owner.units.Random(owner.random);
var closestEnemy = owner.bot.FindClosestEnemy(a.CenterLocation);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(new AirFleeState(), true);
return;
}
}
if (!NearToPosSafely(owner, owner.Target.CenterLocation))
{
owner.fsm.ChangeState(new AirFleeState(), true);
return;
}
foreach (var a in owner.units)
{
if (BusyAttack(a))
continue;
if (!IsReloadable(a))
{
if (!HasAmmo(a))
{
if (IsRearm(a))
continue;
owner.world.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
if (IsRearm(a))
continue;
}
if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
}
}
public void Exit(Squad owner) { }
}
class AirFleeState : AirStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
foreach (var a in owner.units)
{
if (!IsReloadable(a))
if (!FullAmmo(a))
{
if (IsRearm(a))
continue;
owner.world.IssueOrder(new Order("ReturnToBase", a, false));
continue;
}
owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
}
owner.fsm.ChangeState(new AirIdleState(), true);
}
public void Exit(Squad owner) { }
}
/* States for ground units */
abstract class GroundStateBase : StateBase
{
protected virtual bool MayBeFlee(Squad owner)
{
return base.MayBeFlee(owner, (enemyAroundUnit) =>
{
owner.attackOrFleeFuzzy.CalculateFuzzy(owner.units, enemyAroundUnit);
if (!owner.attackOrFleeFuzzy.CanAttack)
return true;
return false;
});
}
}
class GroundUnitsIdleState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (!owner.TargetIsValid)
{
var t = owner.bot.FindClosestEnemy(owner.units.FirstOrDefault().CenterLocation);
if (t == null) return;
owner.Target = t;
}
var enemyUnits = owner.world.FindUnitsInCircle(owner.Target.CenterLocation, Game.CellSize * 10)
.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
if (enemyUnits.Any())
{
owner.attackOrFleeFuzzy.CalculateFuzzy(owner.units, enemyUnits);
if (owner.attackOrFleeFuzzy.CanAttack)
{
foreach(var u in owner.units)
owner.world.IssueOrder(new Order("AttackMove", u, false) { TargetLocation = owner.Target.CenterLocation.ToCPos() });
// We have gathered sufficient units. Attack the nearest enemy unit.
owner.fsm.ChangeState(new GroundUnitsAttackMoveState(), true);
return;
}
else
owner.fsm.ChangeState(new GroundUnitsFleeState(), true);
}
}
public void Exit(Squad owner) { }
}
class GroundUnitsAttackMoveState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (!owner.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterLocation);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(new GroundUnitsFleeState(), true);
return;
}
}
Actor leader = owner.units.ClosestTo(owner.Target.CenterLocation);
if (leader == null)
return;
var ownUnits = owner.world.FindUnitsInCircle(leader.CenterLocation, Game.CellSize * owner.units.Count/3)
.Where(a => a.Owner == owner.units.FirstOrDefault().Owner && owner.units.Contains(a)).ToList();
if (ownUnits.Count < owner.units.Count)
{
owner.world.IssueOrder(new Order("Stop", leader, false));
foreach (var unit in owner.units.Where(a => !ownUnits.Contains(a)))
owner.world.IssueOrder(new Order("AttackMove", unit, false) { TargetLocation = leader.CenterLocation.ToCPos() });
}
else
{
var enemys = owner.world.FindUnitsInCircle(leader.CenterLocation, Game.CellSize * 12)
.Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
var enemynearby = enemys.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList();
if (enemynearby.Any())
{
owner.Target = enemynearby.ClosestTo(leader.CenterLocation);
owner.fsm.ChangeState(new GroundUnitsAttackState(), true);
return;
}
else
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
}
if (MayBeFlee(owner))
{
owner.fsm.ChangeState(new GroundUnitsFleeState(), true);
return;
}
}
public void Exit(Squad owner) { }
}
class GroundUnitsAttackState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (!owner.TargetIsValid)
{
var closestEnemy = owner.bot.FindClosestEnemy(owner.units.Random(owner.random).CenterLocation);
if (closestEnemy != null)
owner.Target = closestEnemy;
else
{
owner.fsm.ChangeState(new GroundUnitsFleeState(), true);
return;
}
}
foreach (var a in owner.units)
if (!BusyAttack(a))
owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.bot.FindClosestEnemy(a.CenterLocation) });
if (MayBeFlee(owner))
{
owner.fsm.ChangeState(new GroundUnitsFleeState(), true);
return;
}
}
public void Exit(Squad owner) { }
}
class GroundUnitsFleeState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
GoToRandomOwnBuilding(owner);
owner.fsm.ChangeState(new GroundUnitsIdleState(), true);
}
public void Exit(Squad owner) { owner.units.Clear(); }
}
class UnitsForProtectionIdleState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner) { owner.fsm.ChangeState(new UnitsForProtectionAttackState(), true); }
public void Exit(Squad owner) { }
}
class UnitsForProtectionAttackState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
if (!owner.TargetIsValid)
{
owner.Target = owner.bot.FindClosestEnemy(AverageUnitsPosition(owner.units).Value.ToPPos(), 8);
if (owner.Target == null)
{
owner.fsm.ChangeState(new UnitsForProtectionFleeState(), true);
return;
}
}
foreach (var a in owner.units)
owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
}
public void Exit(Squad owner) { }
}
class UnitsForProtectionFleeState : GroundStateBase, IState
{
public void Enter(Squad owner) { }
public void Execute(Squad owner)
{
if (owner.IsEmpty) return;
GoToRandomOwnBuilding(owner);
owner.fsm.ChangeState(new UnitsForProtectionIdleState(), true);
}
public void Exit(Squad owner) { owner.units.Clear(); }
}
}
class HackyAI : ITick, IBot, INotifyDamage
{
bool enabled;
public int ticks;
public Player p;
public XRandom random;
public CPos baseCenter;
PowerManager playerPower;
SupportPowerManager supportPowerMngr;
PlayerResources playerResource;
readonly BuildingInfo rallypointTestBuilding; // temporary hack
internal readonly HackyAIInfo Info;
string[] resourceTypes;
RushFuzzy rushFuzzy = new RushFuzzy();
Cache<Player,Enemy> aggro = new Cache<Player, Enemy>( _ => new Enemy() );
BaseBuilder[] builders;
const int MaxBaseDistance = 40;
public const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public World world { get { return p.PlayerActor.World; } }
IBotInfo IBot.Info { get { return this.Info; } }
public HackyAI(HackyAIInfo Info)
{
this.Info = Info;
// temporary hack.
this.rallypointTestBuilding = Rules.Info[Info.RallypointTestBuilding].Traits.Get<BuildingInfo>();
}
public static void BotDebug(string s, params object[] args)
{
if (Game.Settings.Debug.BotDebug)
Game.Debug(s, args);
}
/* called by the host's player creation code */
public void Activate(Player p)
{
this.p = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
builders = new BaseBuilder[] {
new BaseBuilder( this, "Building", q => ChooseBuildingToBuild(q, false) ),
new BaseBuilder( this, "Defense", q => ChooseBuildingToBuild(q, true) ) };
random = new XRandom((int)p.PlayerActor.ActorID);
resourceTypes = Rules.Info["world"].Traits.WithInterface<ResourceTypeInfo>()
.Select(t => t.TerrainType).ToArray();
}
int GetPowerProvidedBy(ActorInfo building)
{
var bi = building.Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0;
return bi.Power;
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null;
var unit = buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
if (HasAdequateAirUnits(unit))
return unit;
return null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any()) return null;
var myUnits = p.World
.ActorsWithTrait<IMove>()
.Where(a => a.Actor.Owner == p)
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var unit in Info.UnitsToBuild)
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Length)
if (HasAdequateAirUnits(Rules.Info[unit.Key]))
return Rules.Info[unit.Key];
return null;
}
int CountBuilding(string frac, Player owner)
{
return world.ActorsWithTrait<Building>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac).Count();
}
int CountUnits(string unit, Player owner)
{
return world.ActorsWithTrait<IMove>().Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit).Count();
}
int? CountBuildingByCommonName(string commonName, Player owner)
{
if(Info.BuildingCommonNames.ContainsKey(commonName))
return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name)).Count();
return null;
}
ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
{
if (commonName == "ConstructionYard")
return Rules.Info.Where(k => Info.BuildingCommonNames[commonName].Contains(k.Key)).Random(random).Value;
return GetInfoByCommonName(Info.BuildingCommonNames, commonName, owner);
}
ActorInfo GetUnitInfoByCommonName(string commonName, Player owner)
{
return GetInfoByCommonName(Info.UnitsCommonNames, commonName, owner);
}
ActorInfo GetInfoByCommonName(Dictionary<string, string[]> names, string commonName, Player owner)
{
if (!names.Any() || !names.ContainsKey(commonName)) return null;
return Rules.Info.Where(k => names[commonName].Contains(k.Key) &&
k.Value.Traits.Get<BuildableInfo>().Owner.Contains(owner.Country.Race)).Random(random).Value; //random is shit
}
bool HasAdequatePower()
{
/* note: CNC `fact` provides a small amount of power. don't get jammed because of that. */
return playerPower.PowerProvided > 50 &&
playerPower.PowerProvided > playerPower.PowerDrained * 1.2;
}
bool HasAdequateFact()
{
if (CountBuildingByCommonName("ConstructionYard", p) == 0 && CountBuildingByCommonName("VehiclesFactory", p) > 0)
return false;
return true;
}
bool HasAdequateProc()
{
if (CountBuildingByCommonName("Refinery", p) == 0 && CountBuildingByCommonName("Power", p) > 0)
return false;
return true;
}
bool HasMinimumProc()
{
if (CountBuildingByCommonName("Refinery", p) < 2 && CountBuildingByCommonName("Power", p) > 0 &&
CountBuildingByCommonName("Barracks",p) > 0)
return false;
return true;
}
bool HasAdequateNumber(string frac, Player owner)
{
if (Info.BuildingLimits.ContainsKey(frac))
if (CountBuilding(frac, owner) < Info.BuildingLimits[frac])
return true;
else
return false;
return true;
}
//for mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnits(ActorInfo actorInfo)
{
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
&& actorInfo.Traits.Contains<AircraftInfo>())
{
var countOwnAir = CountUnits(actorInfo.Name, p);
var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), p);
if (countOwnAir >= countBuildings)
return false;
}
return true;
}
ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool isDefense)
{
var buildableThings = queue.BuildableItems();
if (!isDefense)
{
if (!HasAdequatePower()) /* try to maintain 20% excess power */
/* find the best thing we can build which produces power */
return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
if (playerResource.AlertSilo)
return GetBuildingInfoByCommonName("Silo", p);
if (!HasAdequateProc() || !HasMinimumProc())
return GetBuildingInfoByCommonName("Refinery", p);
}
var myBuildings = p.World
.ActorsWithTrait<Building>()
.Where( a => a.Actor.Owner == p )
.Select(a => a.Actor.Info.Name).ToArray();
foreach (var frac in Info.BuildingFractions)
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length && HasAdequateNumber(frac.Key, p) &&
playerPower.ExcessPower >= Rules.Info[frac.Key].Traits.Get<BuildingInfo>().Power)
return Rules.Info[frac.Key];
return null;
}
bool NoBuildingsUnder(IEnumerable<CPos> cells)
{
var bi = world.WorldActor.Trait<BuildingInfluence>();
return cells.All(c => bi.GetBuildingAt(c) == null);
}
CPos defenseCenter;
public CPos? ChooseBuildLocation(string actorType, BuildingType type)
{
return ChooseBuildLocation(actorType, true, MaxBaseDistance, type);
}
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, int maxBaseDistance, BuildingType type)
{
var bi = Rules.Info[actorType].Traits.Get<BuildingInfo>();
if (bi == null) return null;
Func<PPos, CPos, CPos?> findPos = (PPos pos, CPos center) =>
{
for (var k = MaxBaseDistance; k >= 0; k--)
{
var tlist = world.FindTilesInCircle(center, k)
.OrderBy(a => (new PPos(a.ToPPos().X, a.ToPPos().Y) - pos).LengthSquared);
foreach (var t in tlist)
if (world.CanPlaceBuilding(actorType, bi, t, null))
if (bi.IsCloseEnoughToBase(world, p, actorType, t))
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
return t;
}
return null;
};
switch(type)
{
case BuildingType.Defense:
Actor enemyBase = FindEnemyBuildingClosestToPos(baseCenter.ToPPos());
return enemyBase != null ? findPos(enemyBase.CenterLocation, defenseCenter) : null;
case BuildingType.Refinery:
var tilesPos = world.FindTilesInCircle(baseCenter, MaxBaseDistance)
.Where(a => resourceTypes.Contains(world.GetTerrainType(new CPos(a.X, a.Y))))
.OrderBy(a => (new PPos(a.ToPPos().X, a.ToPPos().Y) - baseCenter.ToPPos()).LengthSquared);
return tilesPos.Any() ? findPos(tilesPos.First().ToPPos(), baseCenter) : null;
case BuildingType.Building:
for (var k = 0; k < maxBaseDistance; k++)
foreach (var t in world.FindTilesInCircle(baseCenter, k))
if (world.CanPlaceBuilding(actorType, bi, t, null))
{
if (distanceToBaseIsImportant)
if (!bi.IsCloseEnoughToBase(world, p, actorType, t))
return null;
if (NoBuildingsUnder(Util.ExpandFootprint(FootprintUtils.Tiles(actorType, bi, t), false)))
return t;
}
break;
}
return null; // i don't know where to put it.
}
public void Tick(Actor self)
{
if (!enabled)
return;
ticks++;
if (ticks == 1)
DeployMcv(self);
if (ticks % feedbackTime == 0)
ProductionUnits(self);
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
TryToUseSupportPower(self);
foreach (var b in builders)
b.Tick();
}
internal Actor ChooseEnemyTarget()
{
var liveEnemies = world.Players
.Where(q => p != q && p.Stances[q] == Stance.Enemy)
.Where(q => p.WinState == WinState.Undefined && q.WinState == WinState.Undefined);
if (!liveEnemies.Any())
return null;
var leastLikedEnemies = liveEnemies
.GroupBy(e => aggro[e].Aggro)
.OrderByDescending(g => g.Key)
.FirstOrDefault();
Player enemy;
if (leastLikedEnemies == null)
enemy = liveEnemies.FirstOrDefault();
else
enemy = leastLikedEnemies.Random(random);
/* pick something worth attacking owned by that player */
var targets = world.Actors
.Where(a => a.Owner == enemy && a.HasTrait<IOccupySpace>());
Actor target = null;
if (targets.Any())
target = targets.ClosestTo(baseCenter.ToPPos());
if (target == null)
{
/* Assume that "enemy" has nothing. Cool off on attacks. */
aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
Log.Write("debug", "Bot {0} couldn't find target for player {1}", this.p.ClientIndex, enemy.ClientIndex);
return null;
}
/* bump the aggro slightly to avoid changing our mind */
if (leastLikedEnemies.Count() > 1)
aggro[enemy].Aggro++;
return target;
}
internal Actor FindClosestEnemy(PPos pos)
{
var allEnemyUnits = world.Actors
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>() && unit.HasTrait<IHasLocation>()).ToList();
if (allEnemyUnits.Count > 0)
return allEnemyUnits.ClosestTo(pos);
return null;
}
internal Actor FindClosestEnemy(PPos pos, int radius)
{
var enemyUnits = world.FindUnitsInCircle(pos, Game.CellSize * radius)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos);
return null;
}
List<Actor> FindEnemyConstructionYards()
{
var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>()
&& !a.Destroyed && a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
return bases != null ? bases : new List<Actor>();
}
Actor FindEnemyBuildingClosestToPos(PPos pos)
{
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>()
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
return closestBuilding;
}
List<Squad> squads = new List<Squad>();
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
//Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
void CleanSquads()
{
squads.RemoveAll(s => s.IsEmpty);
foreach (Squad squad in squads)
squad.units.RemoveAll(a => a.Destroyed || a.IsDead());
}
//use of this function requires that one squad of this type. Hence it is a piece of shit
Squad GetSquadOfType(SquadType type)
{
return squads.Where(s => s.type == type).FirstOrDefault();
}
Squad RegisterNewSquad(SquadType type, Actor target = null)
{
var ret = new Squad(this, type, target);
squads.Add(ret);
return ret;
}
int assignRolesTicks = 0;
int rushTicks = 0;
int attackForceTicks = 0;
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(a => a.Destroyed || a.IsDead());
unitsHangingAroundTheBase.RemoveAll(a => a.Destroyed || a.IsDead());
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack();
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in squads)
s.Update();
}
if (--assignRolesTicks > 0)
return;
else
assignRolesTicks = Info.AssignRolesInterval;
GiveOrdersToIdleHarvesters();
FindNewUnits(self);
CreateAttackForce();
FindAndDeployMcv(self);
}
void GiveOrdersToIdleHarvesters()
{
// Find idle harvesters and give them orders:
foreach (var a in activeUnits)
{
var harv = a.TraitOrDefault<Harvester>();
if (harv == null) continue;
if (!a.IsIdle)
{
Activity act = a.GetCurrentActivity();
// A Wait activity is technically idle:
if ((act.GetType() != typeof(OpenRA.Mods.RA.Activities.Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(OpenRA.Mods.RA.Activities.FindResources)))
continue;
}
if (!harv.IsEmpty) continue;
// Tell the idle harvester to quit slacking:
world.IssueOrder(new Order("Harvest", a, false));
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsWithTrait<IMove>()
.Where(a => a.Actor.Owner == p && !a.Actor.HasTrait<BaseBuilding>()
&& !activeUnits.Contains(a.Actor))
.Select(a => a.Actor).ToArray();
foreach (var a in newUnits)
{
BotDebug("AI: Found a newly built unit");
if (a.HasTrait<Harvester>())
world.IssueOrder(new Order("Harvest", a, false));
else
unitsHangingAroundTheBase.Add(a);
if (a.HasTrait<Aircraft>() && a.HasTrait<AttackBase>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.units.Add(a);
}
activeUnits.Add(a);
}
}
void CreateAttackForce()
{
/* Create an attack force when we have enough units around our base. */
// (don't bother leaving any behind for defense.)
var randomizedSquadSize = Info.SquadSize + random.Next(30);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.HasTrait<Aircraft>())
attackForce.units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = FindEnemyConstructionYards();
var ownUnits = activeUnits
.Where(unit => unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>() && unit.IsIdle).ToList();
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize)) return;
foreach (var b in allEnemyBaseBuilder)
{
var enemys = world.FindUnitsInCircle(b.CenterLocation, Game.CellSize * 15)
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
rushFuzzy.CalculateFuzzy(ownUnits, enemys);
if (rushFuzzy.CanAttack)
{
var target = enemys.Any() ? enemys.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.IsEmpty)
{
var ownUnits = world.FindUnitsInCircle(baseCenter.ToPPos(), Game.CellSize * 15)
.Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList();
foreach (var a in ownUnits)
protectSq.units.Add(a);
}
}
bool IsRallyPointValid(CPos x)
{
// this is actually WRONG as soon as HackyAI is building units with a variety of
// movement capabilities. (has always been wrong)
return world.IsCellBuildable(x, rallypointTestBuilding);
}
void SetRallyPointsForNewProductionBuildings(Actor self)
{
var buildings = self.World.ActorsWithTrait<RallyPoint>()
.Where(rp => rp.Actor.Owner == p &&
!IsRallyPointValid(rp.Trait.rallyPoint)).ToArray();
if (buildings.Length > 0)
BotDebug("Bot {0} needs to find rallypoints for {1} buildings.",
p.PlayerName, buildings.Length);
foreach (var a in buildings)
{
CPos newRallyPoint = ChooseRallyLocationNear(a.Actor.Location);
world.IssueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = newRallyPoint });
}
}
//won't work for shipyards...
CPos ChooseRallyLocationNear(CPos startPos)
{
var possibleRallyPoints = world.FindTilesInCircle(startPos, 8).Where(IsRallyPointValid).ToArray();
if (possibleRallyPoints.Length == 0)
{
BotDebug("Bot Bug: No possible rallypoint near {0}", startPos);
return startPos;
}
return possibleRallyPoints.Random(random);
}
void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
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
if (mcv.HasTrait<Mobile>())
world.IssueOrder(new Order("DeployTransform", mcv, false));
}
else
BotDebug("AI: Can't find BaseBuildUnit.");
}
void FindAndDeployMcv(Actor self)
{
var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>()).ToArray();
if (!mcvs.Any())
return;
else
foreach (var mcv in mcvs)
if (mcv != null)
//Don't transform the mcv if it is a fact
if (mcv.HasTrait<Mobile>())
{
if (mcv.IsMoving()) return;
var maxBaseDistance = world.Map.MapSize.X > world.Map.MapSize.Y ? world.Map.MapSize.X : world.Map.MapSize.Y;
ActorInfo aInfo = GetUnitInfoByCommonName("Mcv",p);
if (aInfo == null) return;
string intoActor = aInfo.Traits.Get<TransformsInfo>().IntoActor;
var desiredLocation = ChooseBuildLocation(intoActor, false, maxBaseDistance, BuildingType.Building);
if (desiredLocation == null)
return;
world.IssueOrder(new Order("Move", mcv, false) { TargetLocation = desiredLocation.Value });
world.IssueOrder(new Order("DeployTransform", mcv, false));
}
}
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;
sp.Activate(new Order() { TargetLocation = attackLocation.Value });
}
}
}
CPos? FindAttackLocationToSupportPower(int radiusOfPower)
{
CPos? resLoc = null;
int countUnits = 0;
int x = (world.Map.MapSize.X % radiusOfPower) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + radiusOfPower;
int y = (world.Map.MapSize.Y % radiusOfPower) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + radiusOfPower;
for (int i = 0; i < x; i += radiusOfPower * 2)
for (int j = 0; j < y; j += radiusOfPower * 2)
{
CPos pos = new CPos(i, j);
var targets = world.FindUnitsInCircle(pos.ToPPos(), Game.CellSize * radiusOfPower).ToList();
var enemys = 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 (enemys.Count < ally.Count || !enemys.Any())
continue;
if (enemys.Count > countUnits)
{
countUnits = enemys.Count;
resLoc = enemys.Random(random).Location;
}
}
return resLoc;
}
internal IEnumerable<ProductionQueue> FindQueues(string category)
{
return world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category)
.Select(a => a.Trait);
}
void ProductionUnits(Actor self)
{
if (!HasAdequateProc()) /* Stop building until economy is back on */
return;
if (!HasAdequateFact())
if (!self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()).Any())
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv",p).Name);
foreach (var q in Info.UnitQueues)
{
if (unitsHangingAroundTheBase.Count < 12)
{
BuildUnit(q, true);
continue;
}
BuildUnit(q, false);
}
}
void BuildUnit(string category, bool buildRandom)
{
// Pick a free queue
var queue = FindQueues(category).FirstOrDefault( q => q.CurrentItem() == null );
if (queue == null)
return;
ActorInfo unit;
if(buildRandom)
unit = ChooseRandomUnitToBuild(queue);
else
unit = ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
}
void BuildUnit(string category, string name)
{
var queue = FindQueues(category).FirstOrDefault( q => q.CurrentItem() == null );
if (queue == null) return;
if(Rules.Info[name] != null)
world.IssueOrder(Order.StartProduction(queue.self, name, 1));
}
public void Damaged(Actor self, AttackInfo e)
{
if (!enabled) return;
if (e.Attacker.Destroyed) return;
if (!e.Attacker.HasTrait<ITargetable>()) return;
if (Info.ShouldRepairBuildings && self.HasTrait<RepairableBuilding>())
if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light)
{
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
self, e.PreviousDamageState, e.DamageState);
world.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
{ TargetActor = self });
}
if (e.Attacker != null && e.Damage > 0)
aggro[e.Attacker.Owner].Aggro += e.Damage;
//protected harvesters or building
if (self.HasTrait<Harvester>() || self.HasTrait<Building>())
if (e.Attacker.HasTrait<IHasLocation>() && (p.Stances[e.Attacker.Owner] == Stance.Enemy))
{
defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker);
}
}
}
}