Files
OpenRA/OpenRA.Mods.RA/World/HackyAI.cs
2010-08-24 22:56:31 +12:00

193 lines
4.8 KiB
C#

using System.Linq;
using OpenRA.Traits;
using System;
using System.Collections.Generic;
namespace OpenRA.Mods.RA
{
class HackyAIInfo : TraitInfo<HackyAI> { }
/* a pile of hacks, which control the local player on the host. */
class HackyAI : IGameStarted, ITick
{
bool enabled;
int ticks;
Player p;
ProductionQueue pq;
PlayerResources pr;
int2 baseCenter;
Dictionary<string, float> buildingFractions = new Dictionary<string, float>
{
{ "proc", .2f },
{ "barr", .05f },
{ "tent", .05f },
{ "weap", .05f },
{ "atek", .01f },
{ "stek", .01f },
{ "silo", .05f },
{ "fix", .01f },
{ "hpad", .01f },
{ "afld", .01f },
{ "dome", .01f },
};
enum BuildState
{
ChooseItem,
WaitForProduction,
WaitForFeedback,
}
int lastThinkTick = 0;
const int MaxBaseDistance = 15;
BuildState state = BuildState.WaitForFeedback;
public void GameStarted(World w)
{
try
{
p = Game.world.players.First(c => c.Value.PlayerName.Equals("bot")).Value;
}
catch (Exception)
{
//Could not find a bot.
}
//p = Game.world.LocalPlayer;
enabled = Game.IsHost && p != null;
if (enabled)
{
pq = p.PlayerActor.Trait<ProductionQueue>();
pr = p.PlayerActor.Trait<PlayerResources>();
}
}
int GetPowerProvidedBy(string building)
{
var bi = Rules.Info[building].Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0;
return bi.Power;
}
string ChooseItemToBuild()
{
var buildableThings = Rules.TechTree.BuildableItems(p, "Building").ToArray();
if (pr.PowerProvided <= pr.PowerDrained * 1.2) /* try to maintain 20% excess power */
{
/* find the best thing we can build which produces power */
var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
if (best != null)
{
Game.Debug("AI: Need more power, so {0} is best choice.".F(best));
return best;
}
else
Game.Debug("AI: Need more power, but can't build anything that produces it.");
}
var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
.Select( a => a.Actor.Info.Name ).ToArray();
foreach (var frac in buildingFractions)
if (buildableThings.Contains(frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
return frac.Key;
return null;
}
int2? ChooseBuildLocation(ProductionItem item)
{
var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
for (var k = 0; k < MaxBaseDistance; k++)
foreach (var t in Game.world.FindTilesInCircle(baseCenter, k))
if (Game.world.CanPlaceBuilding(item.Item, bi, t, null))
if (Game.world.IsCloseEnoughToBase(p, item.Item, bi, t))
return t;
return null; // i don't know where to put it.
}
const int feedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public void Tick(Actor self)
{
if (!enabled)
return;
ticks++;
if (ticks == 10)
{
/* find our mcv and deploy it */
var mcv = self.World.Queries.OwnedBy[p]
.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
if (mcv != null)
{
baseCenter = mcv.Location;
Game.IssueOrder(new Order("DeployTransform", mcv));
}
else
Game.Debug("AI: Can't find the MCV.");
}
var currentBuilding = pq.CurrentItem("Building");
switch (state)
{
case BuildState.ChooseItem:
{
var item = ChooseItemToBuild();
if (item == null)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ticks;
}
else
{
state = BuildState.WaitForProduction;
Game.IssueOrder(Order.StartProduction(p, item, 1));
}
}
break;
case BuildState.WaitForProduction:
if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused)
Game.IssueOrder(Order.PauseProduction(p, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
state = BuildState.WaitForFeedback;
lastThinkTick = ticks;
/* place the building */
var location = ChooseBuildLocation(currentBuilding);
if (location == null)
{
Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
Game.IssueOrder(Order.CancelProduction(p, currentBuilding.Item));
}
else
{
Game.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;
case BuildState.WaitForFeedback:
if (ticks - lastThinkTick > feedbackTime)
state = BuildState.ChooseItem;
break;
}
}
}
}