Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
570
OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs
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570
OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs
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#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.Frozen;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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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, NotBefore<ResourceMapBotModuleInfo>, NotBefore<IResourceLayerInfo>
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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 FrozenSet<string> ConstructionYardTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered refineries.")]
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public readonly FrozenSet<string> RefineryTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered power plants.")]
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public readonly FrozenSet<string> PowerTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered production facilities.")]
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public readonly FrozenSet<string> ProductionTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered tech buildings.")]
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public readonly FrozenSet<string> TechTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered naval production facilities.")]
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public readonly FrozenSet<string> NavalProductionTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered silos (resource storage).")]
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public readonly FrozenSet<string> SiloTypes = FrozenSet<string>.Empty;
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[Desc("Tells the AI what building types are considered defenses.")]
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public readonly FrozenSet<string> DefenseTypes = FrozenSet<string>.Empty;
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[Desc("Production queues AI uses for buildings.")]
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public readonly FrozenSet<string> BuildingQueues = new HashSet<string> { "Building" }.ToFrozenSet();
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[Desc("Production queues AI uses for defenses.")]
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public readonly FrozenSet<string> DefenseQueues = new HashSet<string> { "Defense" }.ToFrozenSet();
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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 any production building.")]
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public readonly int InititalMinimumRefineryCount = 1;
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[Desc("Number of refineries to build additionally after building any production building.")]
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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("Chance to build another production building if there is too much cash.")]
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public readonly int NewProductionChance = 50;
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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 FrozenSet<string> WaterTerrainTypes = new HashSet<string> { "Water" }.ToFrozenSet();
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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 FrozenDictionary<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 FrozenDictionary<string, int> BuildingLimits = null;
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[Desc("When should the AI start building specific buildings.")]
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public readonly FrozenDictionary<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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[Desc("Delay (in ticks) for finding a good resource to place a refinery next to.")]
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public readonly int CheckBestResourceLocationInterval = 151;
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[Desc("Interval (in ticks) between checking whether to sell a redundant refinery. Set to -1 to disable.")]
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public readonly int SellRefineryInterval = 5000;
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[Desc("Distance (in cells) for refineries finding redundant refineries.")]
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public readonly int SellRefineryTooCloseCellDistance = 6;
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[Desc("Maximum distance (in cells) from resources before refineries are eligible to be sold.")]
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public readonly int SellRefineryNoResourceDistance = 12;
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[Desc("Maximum refinery count per area. Area size is defined in " + nameof(ResourceMapBotModule) + ".")]
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public readonly int MaxRefineryPerIndice = 2;
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[Desc($"AI will move mcv when those numbers of refinery <= productions + tech - {nameof(ExpansionTolerate)}.")]
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public readonly ImmutableArray<int> ExpansionTolerate = [0, 1];
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[Desc($"AI will move the only mcv when those numbers of refinery <= productions + tech - {nameof(ForceExpansionTolerate)}.")]
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public readonly ImmutableArray<int> ForceExpansionTolerate = [2, 3];
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[Desc("Decrease the expansion tolerate by Cash / this. Used to prevent AI from expanding when it has enough cash.")]
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public readonly int PerExpansionTolerateOnCash = 12000;
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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, IBotSuggestRefineryProduction, 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 = [];
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public IBotBaseExpansion[] BaseExpansionModules;
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public ResourceMapBotModule ResourceMapModule;
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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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public CPos? ResourceConyardCenter;
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public Dictionary<Actor, (CPos ConyardLoc, CPos ResourceLoc)> RequestedRefineries = [];
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readonly Stack<TraitPair<RallyPoint>> rallyPoints = [];
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int assignRallyPointsTicks;
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int checkBestResourceLocationTicks;
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int sellRefineryTick;
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bool firstTick = true;
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readonly BaseBuilderQueueManager[] builders;
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int currentBuilderIndex = 0;
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public readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> RefineryBuildings;
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> powerBuildings;
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public readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> ConstructionYardBuildings;
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public readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> ProductionBuildings;
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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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ProductionBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.ProductionTypes, 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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BaseExpansionModules = self.Owner.PlayerActor.TraitsImplementing<IBotBaseExpansion>().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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checkBestResourceLocationTicks = world.LocalRandom.Next(0, Info.CheckBestResourceLocationInterval);
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sellRefineryTick = Info.SellRefineryInterval < 0 ? 0 : world.LocalRandom.Next(0, Info.SellRefineryInterval);
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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 && !HasMinimalRefineryCount();
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void IBotTick.BotTick(IBot bot)
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{
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if (firstTick)
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{
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ResourceMapModule = bot.Player.PlayerActor.TraitsImplementing<ResourceMapBotModule>().FirstOrDefault(t => t.IsTraitEnabled());
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firstTick = false;
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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 && !rp.Actor.Disposed)
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SetRallyPoint(bot, rp);
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}
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}
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if (--checkBestResourceLocationTicks <= 0 && resourceLayer != null)
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{
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checkBestResourceLocationTicks = Info.CheckBestResourceLocationInterval;
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// Clear outdated refinery requests that add too many refinery to a map indice
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if (ResourceMapModule != null)
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{
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foreach (var mcv in RequestedRefineries.Keys.ToList())
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{
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if (ResourceMapModule.FindClosestIndiceFromCPos(
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RequestedRefineries[mcv].ResourceLoc).PlayerRefineryCount >= Info.MaxRefineryPerIndice)
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RequestedRefineries.Remove(mcv);
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}
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}
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Actor bestconyard = null;
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var best = int.MinValue;
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foreach (var conyard in ConstructionYardBuildings.Actors)
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{
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if (conyard.IsDead)
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continue;
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if (!world.Map.FindTilesInAnnulus(conyard.Location, Info.MinBaseRadius, Info.MaxBaseRadius)
|
||||
.Any(c => ResourceMapModule != null
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? ResourceMapModule.Info.ValuableResourceTypes.Contains(resourceLayer.GetResource(c).Type)
|
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: resourceLayer.GetResource(c).Type != null))
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continue;
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var refs = world.FindActorsInCircle(conyard.CenterPosition, WDist.FromCells(Info.MaxBaseRadius))
|
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.Count(a => a.Owner == player && Info.RefineryTypes.Contains(a.Info.Name));
|
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|
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var suitable = -world.FindActorsInCircle(conyard.CenterPosition, WDist.FromCells(Info.MaxBaseRadius))
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.Count(a => a.Owner.RelationshipWith(player) == PlayerRelationship.Enemy) - refs;
|
||||
|
||||
if (suitable > best)
|
||||
{
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||||
best = suitable;
|
||||
bestconyard = conyard;
|
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}
|
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}
|
||||
|
||||
ResourceConyardCenter = bestconyard?.Location;
|
||||
}
|
||||
|
||||
BuildingsBeingProduced.Clear();
|
||||
|
||||
// PERF: We tick only one type of valid queue at a time
|
||||
// if AI gets enough cash, it can fill all of its queues with enough ticks
|
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var findQueue = false;
|
||||
var queuesByCategory = AIUtils.FindQueuesByCategory(player);
|
||||
for (int i = 0, builderIndex = currentBuilderIndex; i < builders.Length; i++)
|
||||
{
|
||||
if (++builderIndex >= builders.Length)
|
||||
builderIndex = 0;
|
||||
|
||||
--builders[builderIndex].WaitTicks;
|
||||
|
||||
var queues = queuesByCategory[builders[builderIndex].Category].ToArray();
|
||||
if (queues.Length != 0)
|
||||
{
|
||||
if (!findQueue)
|
||||
{
|
||||
currentBuilderIndex = builderIndex;
|
||||
findQueue = true;
|
||||
}
|
||||
|
||||
// Refresh "BuildingsBeingProduced" only when AI can produce
|
||||
if (playerResources.GetCashAndResources() >= Info.ProductionMinCashRequirement)
|
||||
{
|
||||
foreach (var queue in queues)
|
||||
{
|
||||
var producing = queue.AllQueued().FirstOrDefault();
|
||||
if (producing == null)
|
||||
continue;
|
||||
|
||||
if (BuildingsBeingProduced.TryGetValue(producing.Item, out var number))
|
||||
BuildingsBeingProduced[producing.Item] = number + 1;
|
||||
else
|
||||
BuildingsBeingProduced.Add(producing.Item, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
builders[currentBuilderIndex].Tick(bot, queuesByCategory);
|
||||
|
||||
if (Info.SellRefineryInterval >= 0 && --sellRefineryTick <= 0)
|
||||
{
|
||||
SellUselessRefinery(bot);
|
||||
sellRefineryTick = Info.SellRefineryInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
|
||||
{
|
||||
if (e.Attacker == null || e.Attacker.Disposed)
|
||||
return;
|
||||
|
||||
if (e.Attacker.Owner.RelationshipWith(self.Owner) != PlayerRelationship.Enemy)
|
||||
return;
|
||||
|
||||
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
|
||||
return;
|
||||
|
||||
// Protect buildings
|
||||
if (self.Info.HasTraitInfo<BuildingInfo>())
|
||||
foreach (var n in positionsUpdatedModules)
|
||||
n.UpdatedDefenseCenter(e.Attacker.Location);
|
||||
}
|
||||
|
||||
void SetRallyPoint(IBot bot, TraitPair<RallyPoint> rp)
|
||||
{
|
||||
var needsRallyPoint = rp.Trait.Path.Count == 0;
|
||||
|
||||
if (!needsRallyPoint)
|
||||
{
|
||||
var locomotors = LocomotorsForProducibles(rp.Actor);
|
||||
needsRallyPoint = !IsRallyPointValid(rp.Actor.Location, rp.Trait.Path[0], locomotors, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>());
|
||||
}
|
||||
|
||||
if (needsRallyPoint)
|
||||
{
|
||||
bot.QueueOrder(new Order("SetRallyPoint", rp.Actor, Target.FromCell(world, ChooseRallyLocationNear(rp.Actor)), false)
|
||||
{
|
||||
SuppressVisualFeedback = true
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Won't work for shipyards...
|
||||
CPos ChooseRallyLocationNear(Actor producer)
|
||||
{
|
||||
var locomotors = LocomotorsForProducibles(producer);
|
||||
var possibleRallyPoints = world.Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
|
||||
.Where(c => IsRallyPointValid(producer.Location, c, locomotors, producer.Info.TraitInfoOrDefault<BuildingInfo>()))
|
||||
.ToList();
|
||||
|
||||
if (possibleRallyPoints.Count == 0)
|
||||
{
|
||||
AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location);
|
||||
return producer.Location;
|
||||
}
|
||||
|
||||
return possibleRallyPoints.Random(world.LocalRandom);
|
||||
}
|
||||
|
||||
Locomotor[] LocomotorsForProducibles(Actor producer)
|
||||
{
|
||||
// Per-actor production
|
||||
var productions = producer.TraitsImplementing<Production>();
|
||||
|
||||
// Player-wide production
|
||||
if (!productions.Any())
|
||||
productions = producer.World.ActorsWithTrait<Production>().Where(x => x.Actor.Owner != producer.Owner).Select(x => x.Trait);
|
||||
|
||||
var produces = productions.SelectMany(p => p.Info.Produces).ToHashSet();
|
||||
var locomotors = Array.Empty<Locomotor>();
|
||||
if (produces.Count > 0)
|
||||
{
|
||||
// Per-actor production
|
||||
var productionQueues = producer.TraitsImplementing<ProductionQueue>();
|
||||
|
||||
// Player-wide production
|
||||
if (!productionQueues.Any())
|
||||
productionQueues = producer.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
|
||||
|
||||
productionQueues = productionQueues.Where(pq => produces.Contains(pq.Info.Type));
|
||||
|
||||
var producibles = productionQueues.SelectMany(pq => pq.BuildableItems());
|
||||
var locomotorNames = producibles
|
||||
.Select(p => p.TraitInfoOrDefault<MobileInfo>())
|
||||
.Where(mi => mi != null)
|
||||
.Select(mi => mi.Locomotor)
|
||||
.ToHashSet();
|
||||
|
||||
if (locomotorNames.Count != 0)
|
||||
locomotors = world.WorldActor.TraitsImplementing<Locomotor>()
|
||||
.Where(l => locomotorNames.Contains(l.Info.Name))
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
return locomotors;
|
||||
}
|
||||
|
||||
bool IsRallyPointValid(CPos producerLocation, CPos rallyPointLocation, Locomotor[] locomotors, BuildingInfo buildingInfo)
|
||||
{
|
||||
return
|
||||
(pathFinder == null ||
|
||||
locomotors.All(l => pathFinder.PathMightExistForLocomotorBlockedByImmovable(l, producerLocation, rallyPointLocation)))
|
||||
&&
|
||||
(buildingInfo == null ||
|
||||
world.IsCellBuildable(rallyPointLocation, null, buildingInfo));
|
||||
}
|
||||
|
||||
// Require at least one refinery, unless we can't build it.
|
||||
public bool HasAdequateRefineryCount() =>
|
||||
Info.RefineryTypes.Count == 0 ||
|
||||
AIUtils.CountActorByCommonName(RefineryBuildings) >= OptimalRefineryCount() ||
|
||||
AIUtils.CountActorByCommonName(powerBuildings) == 0 ||
|
||||
AIUtils.CountActorByCommonName(ConstructionYardBuildings) == 0;
|
||||
|
||||
int OptimalRefineryCount() =>
|
||||
AIUtils.CountActorByCommonName(ProductionBuildings) > 0
|
||||
? Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount
|
||||
: Info.InititalMinimumRefineryCount;
|
||||
bool HasMinimalRefineryCount() =>
|
||||
AIUtils.CountActorByCommonName(RefineryBuildings) >= Info.InititalMinimumRefineryCount;
|
||||
|
||||
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
return null;
|
||||
|
||||
return
|
||||
[
|
||||
new("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)),
|
||||
new("DefenseCenter", FieldSaver.FormatValue(DefenseCenter))
|
||||
];
|
||||
}
|
||||
|
||||
void SellUselessRefinery(IBot bot)
|
||||
{
|
||||
// Sell one refinery each time. Perserve at least one refinery
|
||||
var refineries = world.ActorsHavingTrait<Refinery>().Where(a => a.Owner == player).ToArray();
|
||||
|
||||
if (refineries.Length <= Info.InititalMinimumRefineryCount + Info.AdditionalMinimumRefineryCount)
|
||||
return;
|
||||
|
||||
for (var i = 0; i < refineries.Length; i++)
|
||||
{
|
||||
for (var j = i + 1; j < refineries.Length; j++)
|
||||
{
|
||||
if ((refineries[i].Location - refineries[j].Location).LengthSquared <= Info.SellRefineryTooCloseCellDistance * Info.SellRefineryTooCloseCellDistance)
|
||||
{
|
||||
bot.QueueOrder(new Order("Sell", refineries[i], Target.FromActor(refineries[i]), false));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (ResourceMapModule != null &&
|
||||
!world.Map.FindTilesInAnnulus(refineries[i].Location, 0, Info.SellRefineryNoResourceDistance)
|
||||
.Any(c => ResourceMapModule.Info.ValuableResourceTypes.Contains(resourceLayer.GetResource(c).Type))
|
||||
&& !world.FindActorsInCircle(refineries[i].CenterPosition, WDist.FromCells(Info.SellRefineryNoResourceDistance))
|
||||
.Any(a => ResourceMapModule.Info.ResourceCreatorTypes.Contains(a.Info.Name)))
|
||||
{
|
||||
bot.QueueOrder(new Order("Sell", refineries[i], Target.FromActor(refineries[i]), false));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void IGameSaveTraitData.ResolveTraitData(Actor self, MiniYaml data)
|
||||
{
|
||||
if (self.World.IsReplay)
|
||||
return;
|
||||
|
||||
var initialBaseCenterNode = data.NodeWithKeyOrDefault("InitialBaseCenter");
|
||||
if (initialBaseCenterNode != null)
|
||||
initialBaseCenter = FieldLoader.GetValue<CPos>("InitialBaseCenter", initialBaseCenterNode.Value.Value);
|
||||
|
||||
var defenseCenterNode = data.NodeWithKeyOrDefault("DefenseCenter");
|
||||
if (defenseCenterNode != null)
|
||||
DefenseCenter = FieldLoader.GetValue<CPos>("DefenseCenter", defenseCenterNode.Value.Value);
|
||||
}
|
||||
|
||||
void INotifyActorDisposing.Disposing(Actor self)
|
||||
{
|
||||
RefineryBuildings.Dispose();
|
||||
powerBuildings.Dispose();
|
||||
ConstructionYardBuildings.Dispose();
|
||||
ProductionBuildings.Dispose();
|
||||
}
|
||||
|
||||
void IBotSuggestRefineryProduction.RequestLocation(CPos refineryLocation, CPos conyardLocation, Actor expandActor)
|
||||
{
|
||||
if (ResourceMapModule == null || ResourceMapModule.FindClosestIndiceFromCPos(refineryLocation).PlayerRefineryCount < Info.MaxRefineryPerIndice)
|
||||
RequestedRefineries[expandActor] = (conyardLocation, refineryLocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user