339 lines
12 KiB
C#
339 lines
12 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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class BaseBuilder
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{
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readonly string category;
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readonly HackyAI ai;
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readonly World world;
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readonly Player player;
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readonly PowerManager playerPower;
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readonly PlayerResources playerResources;
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int waitTicks;
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Actor[] playerBuildings;
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int failCount;
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int failRetryTicks;
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int checkForBasesTicks;
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int cachedBases;
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int cachedBuildings;
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enum Water
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{
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NotChecked,
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EnoughWater,
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NotEnoughWater
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}
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Water waterState = Water.NotChecked;
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public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
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{
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this.ai = ai;
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world = p.World;
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player = p;
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playerPower = pm;
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playerResources = pr;
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this.category = category;
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failRetryTicks = ai.Info.StructureProductionResumeDelay;
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}
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public void Tick()
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{
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// If failed to place something N consecutive times, wait M ticks until resuming building production
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if (failCount >= ai.Info.MaximumFailedPlacementAttempts && --failRetryTicks <= 0)
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{
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var currentBuildings = world.ActorsHavingTrait<Building>().Count(a => a.Owner == player);
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var baseProviders = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
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// Only bother resetting failCount if either a) the number of buildings has decreased since last failure M ticks ago,
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// or b) number of BaseProviders (construction yard or similar) has increased since then.
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// Otherwise reset failRetryTicks instead to wait again.
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if (currentBuildings < cachedBuildings || baseProviders > cachedBases)
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failCount = 0;
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else
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failRetryTicks = ai.Info.StructureProductionResumeDelay;
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}
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if (waterState == Water.NotChecked)
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{
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if (ai.EnoughWaterToBuildNaval())
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waterState = Water.EnoughWater;
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else
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{
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waterState = Water.NotEnoughWater;
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checkForBasesTicks = ai.Info.CheckForNewBasesDelay;
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}
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}
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if (waterState == Water.NotEnoughWater && --checkForBasesTicks <= 0)
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{
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var currentBases = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
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if (currentBases > cachedBases)
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{
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cachedBases = currentBases;
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waterState = Water.NotChecked;
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}
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}
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// Only update once per second or so
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if (--waitTicks > 0)
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return;
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playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
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var active = false;
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foreach (var queue in ai.FindQueues(category))
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if (TickQueue(queue))
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active = true;
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// Add a random factor so not every AI produces at the same tick early in the game.
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// Minimum should not be negative as delays in HackyAI could be zero.
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var randomFactor = ai.Random.Next(0, ai.Info.StructureProductionRandomBonusDelay);
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// Needs to be at least 4 * OrderLatency because otherwise the AI frequently duplicates build orders (i.e. makes the same build decision twice)
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waitTicks = active ? 4 * world.LobbyInfo.GlobalSettings.OrderLatency + ai.Info.StructureProductionActiveDelay + randomFactor
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: ai.Info.StructureProductionInactiveDelay + randomFactor;
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}
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bool TickQueue(ProductionQueue queue)
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{
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var currentBuilding = queue.CurrentItem();
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// Waiting to build something
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if (currentBuilding == null && failCount < ai.Info.MaximumFailedPlacementAttempts)
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{
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var item = ChooseBuildingToBuild(queue);
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if (item == null)
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return false;
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ai.QueueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
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}
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else if (currentBuilding != null && currentBuilding.Done)
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{
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// Production is complete
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// Choose the placement logic
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// HACK: HACK HACK HACK
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// TODO: Derive this from BuildingCommonNames instead
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var type = BuildingType.Building;
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if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo<AttackBaseInfo>())
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type = BuildingType.Defense;
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else if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo<RefineryInfo>())
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type = BuildingType.Refinery;
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var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
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if (location == null)
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{
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HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
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ai.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
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failCount += failCount;
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// If we just reached the maximum fail count, cache the number of current structures
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if (failCount == ai.Info.MaximumFailedPlacementAttempts)
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{
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cachedBuildings = world.ActorsHavingTrait<Building>().Count(a => a.Owner == player);
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cachedBases = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
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}
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}
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else
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{
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failCount = 0;
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ai.QueueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
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{
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TargetLocation = location.Value,
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TargetString = currentBuilding.Item,
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TargetActor = queue.Actor,
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SuppressVisualFeedback = true
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});
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return true;
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}
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}
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return true;
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}
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ActorInfo GetProducibleBuilding(HashSet<string> actors, IEnumerable<ActorInfo> buildables, Func<ActorInfo, int> orderBy = null)
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{
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var available = buildables.Where(actor =>
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{
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// Are we able to build this?
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if (!actors.Contains(actor.Name))
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return false;
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if (!ai.Info.BuildingLimits.ContainsKey(actor.Name))
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return true;
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return playerBuildings.Count(a => a.Info.Name == actor.Name) <= ai.Info.BuildingLimits[actor.Name];
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});
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if (orderBy != null)
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return available.MaxByOrDefault(orderBy);
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return available.RandomOrDefault(ai.Random);
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}
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bool HasSufficientPowerForActor(ActorInfo actorInfo)
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{
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return (actorInfo.TraitInfos<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1)
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.Sum(p => p.Amount) + playerPower.ExcessPower) >= ai.Info.MinimumExcessPower;
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}
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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// This gets used quite a bit, so let's cache it here
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var power = GetProducibleBuilding(ai.Info.BuildingCommonNames.Power, buildableThings,
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a => a.TraitInfos<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
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// First priority is to get out of a low power situation
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if (playerPower.ExcessPower < ai.Info.MinimumExcessPower)
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{
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if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0)
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Next is to build up a strong economy
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if (!ai.HasAdequateProc() || !ai.HasMinimumProc())
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{
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var refinery = GetProducibleBuilding(ai.Info.BuildingCommonNames.Refinery, buildableThings);
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if (refinery != null && HasSufficientPowerForActor(refinery))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
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return refinery;
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}
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if (power != null && refinery != null && !HasSufficientPowerForActor(refinery))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Make sure that we can spend as fast as we are earning
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if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold)
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{
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var production = GetProducibleBuilding(ai.Info.BuildingCommonNames.Production, buildableThings);
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if (production != null && HasSufficientPowerForActor(production))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
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return production;
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}
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if (power != null && production != null && !HasSufficientPowerForActor(production))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
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if (waterState == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0
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&& playerResources.Resources > ai.Info.NewProductionCashThreshold
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&& ai.CloseEnoughToWater())
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{
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var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings);
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if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
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return navalproduction;
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}
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if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Create some head room for resource storage if we really need it
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if (playerResources.Resources > 0.8 * playerResources.ResourceCapacity)
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{
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var silo = GetProducibleBuilding(ai.Info.BuildingCommonNames.Silo, buildableThings);
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if (silo != null && HasSufficientPowerForActor(silo))
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{
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HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
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return silo;
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}
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if (power != null && silo != null && !HasSufficientPowerForActor(silo))
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{
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Build everything else
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foreach (var frac in ai.Info.BuildingFractions.Shuffle(ai.Random))
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{
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var name = frac.Key;
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// Can we build this structure?
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if (!buildableThings.Any(b => b.Name == name))
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continue;
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// Do we want to build this structure?
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var count = playerBuildings.Count(a => a.Info.Name == name);
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if (count > frac.Value * playerBuildings.Length)
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continue;
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if (ai.Info.BuildingLimits.ContainsKey(name) && ai.Info.BuildingLimits[name] <= count)
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continue;
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// If we're considering to build a naval structure, check whether there is enough water inside the base perimeter
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// and any structure providing buildable area close enough to that water.
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// TODO: Extend this check to cover any naval structure, not just production.
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if (ai.Info.BuildingCommonNames.NavalProduction.Contains(name)
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&& (waterState == Water.NotEnoughWater || !ai.CloseEnoughToWater()))
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continue;
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// Will this put us into low power?
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var actor = world.Map.Rules.Actors[name];
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if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || !HasSufficientPowerForActor(actor))
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{
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// Try building a power plant instead
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if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0)
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{
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if (playerPower.PowerOutageRemainingTicks > 0)
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name);
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else
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HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
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return power;
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}
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}
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// Lets build this
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HackyAI.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}",
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queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count);
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return actor;
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}
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// Too spammy to keep enabled all the time, but very useful when debugging specific issues.
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// HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
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return null;
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}
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}
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}
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