Initial commit: OpenRA game engine
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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:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
sealed class BaseBuilderQueueManager
{
public readonly string Category;
public int WaitTicks;
readonly BaseBuilderBotModule baseBuilder;
readonly World world;
readonly Player player;
readonly PowerManager playerPower;
readonly PlayerResources playerResources;
readonly IResourceLayer resourceLayer;
Actor[] playerBuildings;
int failCount;
int failRetryTicks;
int checkForBasesTicks;
int cachedBases;
int cachedBuildings;
int minimumExcessPower;
CPos? baseCenterKeepsFailing = null;
bool itemQueuedThisTick = false;
WaterCheck waterState = WaterCheck.NotChecked;
public BaseBuilderQueueManager(BaseBuilderBotModule baseBuilder, string category, Player p, PowerManager pm,
PlayerResources pr, IResourceLayer rl)
{
this.baseBuilder = baseBuilder;
world = p.World;
player = p;
playerPower = pm;
playerResources = pr;
resourceLayer = rl;
Category = category;
minimumExcessPower = baseBuilder.Info.MinimumExcessPower;
if (baseBuilder.Info.NavalProductionTypes.Count == 0)
waterState = WaterCheck.DontCheck;
}
public void Tick(IBot bot, ILookup<string, ProductionQueue> queuesByCategory)
{
// If we can't place any structures, give a nudge to BaseExpansionModules and hope it gets fixed.
if (failCount >= baseBuilder.Info.MaximumFailedPlacementAttempts)
{
if (baseBuilder.BaseExpansionModules != null && baseCenterKeepsFailing != null)
{
var stuckConyard = baseBuilder.ConstructionYardBuildings.Actors
.Where(a => (a.Location - baseCenterKeepsFailing.Value).LengthSquared <= baseBuilder.Info.MaxBaseRadius * baseBuilder.Info.MaxBaseRadius)
.MinByOrDefault(a => (a.Location - baseCenterKeepsFailing.Value).LengthSquared);
if (stuckConyard != null)
{
foreach (var be in baseBuilder.BaseExpansionModules)
be.UpdateExpansionParams(bot, false, true, stuckConyard);
}
failCount = 0;
}
// No BaseExpansionModules exist. Only bother resetting failCount when either
// a) the number of buildings has decreased since last failure M ticks ago,
// or b) number of BaseProviders (construction yard or similar) has increased since then.
// Otherwise reset failRetryTicks instead to wait again.
else if (baseBuilder.BaseExpansionModules == null && --failRetryTicks <= 0)
{
var currentBuildings = world.ActorsHavingTrait<Building>().Count(a => a.Owner == player);
var baseProviders = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
if (currentBuildings < cachedBuildings || baseProviders > cachedBases)
failCount = 0;
else
failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay;
}
if (failCount >= baseBuilder.Info.MaximumFailedPlacementAttempts)
return;
}
if (waterState == WaterCheck.NotChecked)
{
if (AIUtils.IsAreaAvailable<BaseProvider>(world, player, world.Map, baseBuilder.Info.MaxBaseRadius, baseBuilder.Info.WaterTerrainTypes))
waterState = WaterCheck.EnoughWater;
else
{
waterState = WaterCheck.NotEnoughWater;
checkForBasesTicks = baseBuilder.Info.CheckForNewBasesDelay;
}
}
if (waterState == WaterCheck.NotEnoughWater && --checkForBasesTicks <= 0)
{
var currentBases = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
if (currentBases > cachedBases)
{
cachedBases = currentBases;
waterState = WaterCheck.NotChecked;
}
}
// Only update once per second or so
if (WaitTicks > 0)
return;
playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
var excessPowerBonus =
baseBuilder.Info.ExcessPowerIncrement *
(playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
minimumExcessPower =
(baseBuilder.Info.MinimumExcessPower + excessPowerBonus)
.Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
// PERF: Queue only one actor at a time per category
itemQueuedThisTick = false;
var active = false;
foreach (var queue in queuesByCategory[Category])
{
if (TickQueue(bot, queue))
active = true;
}
// Add a random factor so not every AI produces at the same tick early in the game.
// Minimum should not be negative as delays in HackyAI could be zero.
var randomFactor = world.LocalRandom.Next(0, baseBuilder.Info.StructureProductionRandomBonusDelay);
WaitTicks = active ? baseBuilder.Info.StructureProductionActiveDelay + randomFactor
: baseBuilder.Info.StructureProductionInactiveDelay + randomFactor;
}
bool TickQueue(IBot bot, ProductionQueue queue)
{
var currentBuilding = queue.AllQueued().FirstOrDefault();
// Waiting to build something
if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts)
{
// PERF: We shouldn't be queueing new units when we're low on cash
if (playerResources.GetCashAndResources() < baseBuilder.Info.ProductionMinCashRequirement || itemQueuedThisTick)
return false;
var item = ChooseBuildingToBuild(queue);
if (item == null)
return false;
bot.QueueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
itemQueuedThisTick = true;
}
else if (currentBuilding != null && currentBuilding.Done)
{
// Production is complete
// Choose the placement logic
// HACK: HACK HACK HACK
// TODO: Derive this from BuildingCommonNames instead
var type = BuildingType.Building;
CPos? location = null;
var actorVariant = 0;
var orderString = "PlaceBuilding";
// Check if Building is a plug for other Building
var actorInfo = world.Map.Rules.Actors[currentBuilding.Item];
var plugInfo = actorInfo.TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
var possibleBuilding = world.ActorsWithTrait<Pluggable>().FirstOrDefault(a =>
a.Actor.Owner == player && a.Trait.AcceptsPlug(plugInfo.Type));
if (possibleBuilding.Actor != null)
{
orderString = "PlacePlug";
location = possibleBuilding.Actor.Location + possibleBuilding.Trait.Info.Offset;
}
}
else
{
// Check if Building is a defense and if we should place it towards the enemy or not.
if (baseBuilder.Info.DefenseTypes.Contains(actorInfo.Name) && world.LocalRandom.Next(100) < baseBuilder.Info.PlaceDefenseTowardsEnemyChance)
type = BuildingType.Defense;
else if (baseBuilder.Info.RefineryTypes.Contains(actorInfo.Name))
type = BuildingType.Refinery;
(location, baseCenterKeepsFailing, actorVariant) = ChooseBuildLocation(currentBuilding.Item, true, type);
}
if (location == null)
{
// If we just reached the maximum fail count, cache the number of current structures
if (++failCount >= baseBuilder.Info.MaximumFailedPlacementAttempts)
{
AIUtils.BotDebug($"{player} has nowhere to place {currentBuilding.Item}");
bot.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
if (baseBuilder.BaseExpansionModules == null)
{
cachedBuildings = world.ActorsHavingTrait<Building>().Count(a => a.Owner == player);
cachedBases = world.ActorsHavingTrait<BaseProvider>().Count(a => a.Owner == player);
}
}
}
else
{
failCount = 0;
bot.QueueOrder(new Order(orderString, player.PlayerActor, Target.FromCell(world, location.Value), false)
{
// Building to place
TargetString = currentBuilding.Item,
// Actor variant will always be small enough to safely pack in a CPos
ExtraLocation = new CPos(actorVariant, 0),
// Actor ID to associate the placement with
ExtraData = queue.Actor.ActorID,
SuppressVisualFeedback = true
});
// After succesfuly placing a building, nudge BaseExpansionModules to expand.
// We want to avoid expanding too often, so we make a judgement by counting buildings.
if (baseBuilder.Info.ProductionTypes.Contains(currentBuilding.Item)
|| baseBuilder.Info.TechTypes.Contains(currentBuilding.Item) || baseBuilder.Info.RefineryTypes.Contains(currentBuilding.Item))
{
var numRef = baseBuilder.RefineryBuildings.Actors.Count(a => !a.IsDead) + (baseBuilder.Info.RefineryTypes.Contains(currentBuilding.Item) ? 1 : 0);
var numProd = baseBuilder.ProductionBuildings.Actors.Count(a => !a.IsDead) + (baseBuilder.Info.ProductionTypes.Contains(currentBuilding.Item) ? 1 : 0);
var numTech = playerBuildings.Count(a => baseBuilder.Info.TechTypes.Contains(a.Info.Name))
+ (baseBuilder.Info.TechTypes.Contains(currentBuilding.Item) ? 1 : 0);
var tolerateOnCash = playerResources.GetCashAndResources() / Math.Max(baseBuilder.Info.PerExpansionTolerateOnCash, 1);
if (numRef >= baseBuilder.Info.InititalMinimumRefineryCount + baseBuilder.Info.AdditionalMinimumRefineryCount
&& numProd > 0 && numProd + numTech - baseBuilder.Info.ExpansionTolerate.Random(world.LocalRandom) - tolerateOnCash >= numRef)
{
var undeployEvenNoBase = numProd + numTech - baseBuilder.Info.ForceExpansionTolerate.Random(world.LocalRandom) - tolerateOnCash >= numRef;
foreach (var be in baseBuilder.BaseExpansionModules)
be.UpdateExpansionParams(bot, true, undeployEvenNoBase, null);
}
}
return true;
}
}
return true;
}
ActorInfo GetProducibleBuilding(FrozenSet<string> actors, IEnumerable<ActorInfo> buildables, Func<ActorInfo, int> orderBy = null)
{
var available = buildables.Where(actor =>
{
// Are we able to build this?
if (!actors.Contains(actor.Name))
return false;
if (!baseBuilder.Info.BuildingLimits.TryGetValue(actor.Name, out var limit))
return true;
return playerBuildings.Count(a => a.Info.Name == actor.Name) < limit;
});
if (orderBy != null)
return available.MaxByOrDefault(orderBy);
return available.RandomOrDefault(world.LocalRandom);
}
bool HasSufficientPowerForActor(ActorInfo actorInfo)
{
return playerPower == null || actorInfo.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault)
.Sum(p => p.Amount) + playerPower.ExcessPower >= baseBuilder.Info.MinimumExcessPower;
}
ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems().ToList();
// This gets used quite a bit, so let's cache it here
var power = GetProducibleBuilding(baseBuilder.Info.PowerTypes, buildableThings,
a => a.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount));
// First priority is to get out of a low power situation
if (playerPower != null && playerPower.ExcessPower < minimumExcessPower &&
power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0)
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
return power;
}
// Next is to build up a strong economy
if (baseBuilder.RequestedRefineries.Count > 0 || !baseBuilder.HasAdequateRefineryCount())
{
var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings);
if (refinery != null && HasSufficientPowerForActor(refinery))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
return refinery;
}
if (power != null && refinery != null && !HasSufficientPowerForActor(refinery))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Make sure that we can spend as fast as we are earning
if (baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.GetCashAndResources() > baseBuilder.Info.NewProductionCashThreshold
&& world.LocalRandom.Next(100) < baseBuilder.Info.NewProductionChance)
{
var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings);
if (production != null && HasSufficientPowerForActor(production))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
return production;
}
if (power != null && production != null && !HasSufficientPowerForActor(production))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
if (waterState == WaterCheck.EnoughWater && baseBuilder.Info.NewProductionCashThreshold > 0
&& playerResources.GetCashAndResources() > baseBuilder.Info.NewProductionCashThreshold
&& AIUtils.IsAreaAvailable<GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))
{
var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings);
if (navalproduction != null && HasSufficientPowerForActor(navalproduction))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name);
return navalproduction;
}
if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Create some head room for resource storage if we really need it
if (playerResources.Resources > 0.8 * playerResources.ResourceCapacity)
{
var silo = GetProducibleBuilding(baseBuilder.Info.SiloTypes, buildableThings);
if (silo != null && HasSufficientPowerForActor(silo))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
return silo;
}
if (power != null && silo != null && !HasSufficientPowerForActor(silo))
{
AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Build everything else
foreach (var frac in baseBuilder.Info.BuildingFractions.Shuffle(world.LocalRandom))
{
var name = frac.Key;
// Does this building have initial delay, if so have we passed it?
if (baseBuilder.Info.BuildingDelays != null &&
baseBuilder.Info.BuildingDelays.TryGetValue(name, out var delay) &&
delay > world.WorldTick)
continue;
// Can we build this structure?
if (!buildableThings.Any(b => b.Name == name))
continue;
// Check the number of this structure and its variants
var actorInfo = world.Map.Rules.Actors[name];
var buildingVariantInfo = actorInfo.TraitInfoOrDefault<PlaceBuildingVariantsInfo>();
var variants = buildingVariantInfo?.Actors ?? [];
var count = playerBuildings.Count(a =>
a.Info.Name == name || variants.Contains(a.Info.Name)) +
(baseBuilder.BuildingsBeingProduced.TryGetValue(name, out var num) ? num : 0);
// Do we want to build this structure?
if (count * 100 > frac.Value * playerBuildings.Length)
continue;
if (baseBuilder.Info.BuildingLimits.TryGetValue(name, out var limit) && limit <= count)
continue;
// If we're considering to build a naval structure, check whether there is enough water inside the base perimeter
// and any structure providing buildable area close enough to that water.
// TODO: Extend this check to cover any naval structure, not just production.
if (baseBuilder.Info.NavalProductionTypes.Contains(name)
&& (waterState == WaterCheck.NotEnoughWater
|| !AIUtils.IsAreaAvailable<GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes)))
continue;
// Will this put us into low power?
var actor = world.Map.Rules.Actors[name];
if (playerPower != null && (playerPower.ExcessPower < minimumExcessPower || !HasSufficientPowerForActor(actor)))
{
// Try building a power plant instead
if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(pi => pi.Amount) > 0)
{
if (playerPower.PowerOutageRemainingTicks > 0)
AIUtils.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name);
else
AIUtils.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
return power;
}
}
// Lets build this
AIUtils.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}",
queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count);
return actor;
}
// Too spammy to keep enabled all the time, but very useful when debugging specific issues.
// AIUtils.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
return null;
}
(CPos? Location, CPos? BaseCenter, int Variant) ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
{
var actorInfo = world.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return (null, null, 0);
// Find the buildable cell that is closest to pos and centered around center
(CPos? Location, CPos Center, int Variant) FindPos(CPos center, CPos target, int minRange, int maxRange)
{
var actorVariant = 0;
var buildingVariantInfo = actorInfo.TraitInfoOrDefault<PlaceBuildingVariantsInfo>();
var variantActorInfo = actorInfo;
var vbi = bi;
var cells = world.Map.FindTilesInAnnulus(center, minRange, maxRange);
// Sort by distance to target if we have one
if (center != target)
{
cells = cells.OrderBy(c => (c - target).LengthSquared);
// Rotate building if we have a Facings in buildingVariantInfo.
// If we don't have Facings in buildingVariantInfo, use a random variant
if (buildingVariantInfo?.Actors != null)
{
if (buildingVariantInfo.Facings != null)
{
var vector = world.Map.CenterOfCell(target) - world.Map.CenterOfCell(center);
// The rotation Y point to upside vertically, so -Y = Y(rotation)
var desireFacing = new WAngle(WAngle.ArcSin((int)((long)Math.Abs(vector.X) * 1024 / vector.Length)).Angle);
if (vector.X > 0 && vector.Y >= 0)
desireFacing = new WAngle(512) - desireFacing;
else if (vector.X < 0 && vector.Y >= 0)
desireFacing = new WAngle(512) + desireFacing;
else if (vector.X < 0 && vector.Y < 0)
desireFacing = -desireFacing;
for (int i = 0, e = 1024; i < buildingVariantInfo.Facings.Length; i++)
{
var minDelta = Math.Min((desireFacing - buildingVariantInfo.Facings[i]).Angle, (buildingVariantInfo.Facings[i] - desireFacing).Angle);
if (e > minDelta)
{
e = minDelta;
actorVariant = i;
}
}
}
else
actorVariant = world.LocalRandom.Next(buildingVariantInfo.Actors.Length + 1);
}
}
else
{
cells = cells.Shuffle(world.LocalRandom);
if (buildingVariantInfo?.Actors != null)
actorVariant = world.LocalRandom.Next(buildingVariantInfo.Actors.Length + 1);
}
if (actorVariant != 0)
{
variantActorInfo = world.Map.Rules.Actors[buildingVariantInfo.Actors[actorVariant - 1]];
vbi = variantActorInfo.TraitInfoOrDefault<BuildingInfo>();
}
foreach (var cell in cells)
{
if (!world.CanPlaceBuilding(cell, variantActorInfo, vbi, null))
continue;
if (distanceToBaseIsImportant && !vbi.IsCloseEnoughToBase(world, player, variantActorInfo, cell))
continue;
return (cell, center, actorVariant);
}
return (null, center, 0);
}
var baseCenter = baseBuilder.GetRandomBaseCenter();
switch (type)
{
case BuildingType.Defense:
// Build near the closest enemy structure
var closestEnemy = world.ActorsHavingTrait<Building>()
.Where(a => !a.Disposed && player.RelationshipWith(a.Owner) == PlayerRelationship.Enemy)
.ClosestToIgnoringPath(world.Map.CenterOfCell(baseBuilder.DefenseCenter));
var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
return FindPos(baseBuilder.DefenseCenter, targetCell, baseBuilder.Info.MinimumDefenseRadius, baseBuilder.Info.MaximumDefenseRadius);
case BuildingType.Refinery:
var requestRef = baseBuilder.RequestedRefineries.Count > 0 ? baseBuilder.RequestedRefineries.Keys.First() : null;
// Try and place the refinery near a resource field
if (resourceLayer != null)
{
// If we have failed to place to the requested refinery point, try and place it near the base center
var resourceBaseCenter = failCount > 0 ? baseCenter :
(requestRef != null ? baseBuilder.RequestedRefineries[requestRef].ConyardLoc : (baseBuilder.ResourceConyardCenter ?? baseCenter));
// If we have a ResourceMapModule, only consider the resource types it considers valuable
// Otherwise consider any resource type
var nearbyResources = world.Map
.FindTilesInAnnulus(resourceBaseCenter, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius)
.Where(c => baseBuilder.ResourceMapModule != null ?
baseBuilder.ResourceMapModule.Info.ValuableResourceTypes.Contains(resourceLayer.GetResource(c).Type)
: resourceLayer.GetResource(c).Type != null);
// Find the closest refinery we have if we have any when not failing to place for the first time
var closestRefinery = failCount <= 0
? baseBuilder.RefineryBuildings.Actors.Where(a => !a.IsDead)?.ClosestToIgnoringPath(world.Map.CenterOfCell(resourceBaseCenter))
: null;
IEnumerable<CPos> resourcesShouldCheck = null;
if (closestRefinery == null)
resourcesShouldCheck = nearbyResources.Shuffle(world.LocalRandom).Take(baseBuilder.Info.MaxResourceCellsToCheck);
else if (requestRef != null)
{
resourcesShouldCheck = nearbyResources.OrderBy(c => (c - baseBuilder.RequestedRefineries[requestRef].ResourceLoc).LengthSquared)
.Take(baseBuilder.Info.MaxResourceCellsToCheck);
}
else
resourcesShouldCheck = nearbyResources.OrderByDescending(c => (c - closestRefinery.Location).LengthSquared)
.Take(baseBuilder.Info.MaxResourceCellsToCheck);
foreach (var r in resourcesShouldCheck)
{
var found = FindPos(resourceBaseCenter, r, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius);
if (found.Location != null)
{
if (baseBuilder.RequestedRefineries.Count > 0)
baseBuilder.RequestedRefineries.Remove(requestRef);
return found;
}
}
}
if (baseBuilder.RequestedRefineries.Count > 0)
baseBuilder.RequestedRefineries.Remove(requestRef);
// Try and find a free spot somewhere else in the base
return FindPos(baseCenter, baseCenter, baseBuilder.Info.MinBaseRadius, baseBuilder.Info.MaxBaseRadius);
case BuildingType.Building:
return FindPos(baseCenter, baseCenter, baseBuilder.Info.MinBaseRadius,
distanceToBaseIsImportant ? baseBuilder.Info.MaxBaseRadius : world.Map.Grid.MaximumTileSearchRange);
}
// Can't find a build location
return (null, null, 0);
}
}
}

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Manages AI minelayer unit related with " + nameof(Minelayer) + " traits.",
"When enemy damage AI's actors, the location of conflict will be recorded,",
"If a location is a valid spot, it will add/merge to favorite location for usage later")]
public class MinelayerBotModuleInfo : ConditionalTraitInfo
{
[Desc("Enemy target types to ignore when add the minefield location to conflict location.")]
public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default;
[Desc("Victim target types that considering conflict location as enemy location instead of victim location.")]
public readonly BitSet<TargetableType> UseEnemyLocationTargetTypes = default;
[ActorReference(typeof(MinelayerInfo))]
[Desc("Actors with " + nameof(Minelayer) + "trait.")]
public readonly FrozenSet<string> MinelayingActorTypes = default;
[Desc("Find this amount of suitable actors and lay mine to a location.")]
public readonly int MaxPerAssign = 1;
[Desc("Scan suitable actors and target in this interval.")]
public readonly int ScanTick = 320;
[Desc("Radius per mine laying order.")]
public readonly int MineFieldRadius = 1;
[Desc("Minefield location is cancelled if those whose target type belong to allied nearby.")]
public readonly BitSet<TargetableType> AwayFromAlliedTargetTypes = default;
[Desc("Minefield location is cancelled if those whose target type belong to enemy nearby.")]
public readonly BitSet<TargetableType> AwayFromEnemyTargetTypes = default;
[Desc("Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype.",
"In addition, if any enemy actor within this range and minefield location is not cancelled,",
"minelayer will try lay mines at the 3/4 path to minefield location")]
public readonly int AwayFromCellDistance = 9;
[Desc("Merge conflict point minefield position to a favorite minefield position if within this range and closest.",
"If favorite minefield positions is at the max of 5, we always merge it to closest regardless of this")]
public readonly int FavoritePositionDistance = 6;
public override object Create(ActorInitializer init) { return new MinelayerBotModule(init.Self, this); }
}
public class MinelayerBotModule : ConditionalTrait<MinelayerBotModuleInfo>, IBotTick, IBotRespondToAttack
{
const int MaxPositionCacheLength = 5;
const int RepeatedAltertTicks = 40;
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
readonly Predicate<Actor> unitCannotBeOrderedOrIsBusy;
readonly CPos?[] conflictPositionQueue;
readonly CPos?[] favoritePositions;
int minAssignRoleDelayTicks;
int conflictPositionLength;
int favoritePositionsLength;
int currentFavoritePositionIndex;
int alertedTicks;
PathFinder pathFinder;
public MinelayerBotModule(Actor self, MinelayerBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a == null || a.IsDead || !a.IsInWorld || a.Owner != player;
unitCannotBeOrderedOrIsBusy = a => unitCannotBeOrdered(a) || !a.IsIdle;
conflictPositionQueue = new CPos?[MaxPositionCacheLength];
favoritePositions = new CPos?[MaxPositionCacheLength];
}
protected override void TraitEnabled(Actor self)
{
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
minAssignRoleDelayTicks = world.LocalRandom.Next(0, Info.ScanTick);
alertedTicks = 0;
conflictPositionLength = 0;
favoritePositionsLength = 0;
currentFavoritePositionIndex = 0;
pathFinder = self.World.WorldActor.Trait<PathFinder>();
}
void IBotTick.BotTick(IBot bot)
{
if (alertedTicks > 0)
alertedTicks--;
if (--minAssignRoleDelayTicks <= 0)
{
minAssignRoleDelayTicks = Info.ScanTick;
var minelayingPosition = CPos.Zero;
var useFavoritePosition = false;
var layMineOnHalfway = false;
while (conflictPositionLength > 0)
{
minelayingPosition = conflictPositionQueue[0].Value;
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
DequeueFirstConflictPosition();
else
{
layMineOnHalfway = hasEnemyNearby;
break;
}
}
TraitPair<Minelayer>[] minelayers = null;
if (conflictPositionLength == 0)
{
// If enemy turtle themselves at base and we don't have valid position recorded,
// we will try find a location that at the middle of pathfinding cells
if (favoritePositionsLength == 0)
{
minelayers = world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (minelayers.Length == 0)
return;
var enemies = world.Actors.Where(IsPreferredEnemyUnit).ToArray();
if (enemies.Length == 0)
return;
var enemy = enemies.Random(world.LocalRandom);
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(
minelayer.Actor, [minelayer.Actor.Location], enemy.Location, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
AIUtils.BotDebug($"{player}: try find a location to lay mine.");
EnqueueConflictPosition(cells[cells.Count / 2]);
// We don't do other things in this tick, just find new location and abort
return;
}
}
return;
}
else
{
while (favoritePositionsLength > 0)
{
minelayingPosition = favoritePositions[currentFavoritePositionIndex].Value;
var (hasInvalidActors, hasEnemyNearby) = HasInvalidActorInCircle(world.Map.CenterOfCell(minelayingPosition), WDist.FromCells(Info.AwayFromCellDistance));
if (hasInvalidActors)
{
DeleteCurrentFavoritePosition();
if (favoritePositionsLength == 0)
return;
}
else
{
layMineOnHalfway = hasEnemyNearby;
useFavoritePosition = true;
break;
}
}
}
}
minelayers ??= world.ActorsWithTrait<Minelayer>().Where(at => !unitCannotBeOrderedOrIsBusy(at.Actor)).ToArray();
if (minelayers.Length == 0)
return;
var orderedActors = new List<Actor>();
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(
minelayer.Actor, [minelayer.Actor.Location], minelayingPosition, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
orderedActors.Add(minelayer.Actor);
// if there is enemy actor nearby, we will try to lay mine on
// 3/4 distance to desired position (the path cell is reversed)
if (layMineOnHalfway)
{
minelayingPosition = cells[cells.Count * 1 / 4];
layMineOnHalfway = false;
}
if (orderedActors.Count >= Info.MaxPerAssign)
break;
}
}
if (orderedActors.Count > 0)
{
if (useFavoritePosition)
{
AIUtils.BotDebug($"{player}: Use favorite position {minelayingPosition} at index {currentFavoritePositionIndex}");
NextFavoritePositionIndex();
}
else
{
DequeueFirstConflictPosition();
AddPositionToFavoritePositions(minelayingPosition);
AIUtils.BotDebug($"{player}: Use in time conflict position {minelayingPosition}");
}
var vec = new CVec(Info.MineFieldRadius, Info.MineFieldRadius);
bot.QueueOrder(
new Order(
"PlaceMinefield",
null,
Target.FromCell(world, minelayingPosition + vec),
false,
groupedActors: orderedActors.ToArray())
{ ExtraLocation = minelayingPosition - vec });
bot.QueueOrder(
new Order(
"Move",
null,
Target.FromCell(world, orderedActors[0].Location),
true,
groupedActors: orderedActors.ToArray()));
}
else
{
if (useFavoritePosition)
DeleteCurrentFavoritePosition();
else
DequeueFirstConflictPosition();
}
}
}
void DequeueFirstConflictPosition()
{
for (var i = 1; i < conflictPositionLength; i++)
conflictPositionQueue[i - 1] = conflictPositionQueue[i];
conflictPositionQueue[conflictPositionLength - 1] = null;
conflictPositionLength--;
}
void DeleteCurrentFavoritePosition()
{
for (var i = currentFavoritePositionIndex; i < favoritePositionsLength - 1; i++)
favoritePositions[i] = favoritePositions[i + 1];
favoritePositions[favoritePositionsLength - 1] = null;
if (--favoritePositionsLength > 0)
currentFavoritePositionIndex %= favoritePositionsLength;
}
void AddPositionToFavoritePositions(CPos cpos)
{
var favoriteDistSquare = Info.FavoritePositionDistance * Info.FavoritePositionDistance;
var closestIndex = 0;
var closestDistSquare = int.MaxValue;
for (var i = 0; i < favoritePositionsLength; i++)
{
var lengthsquare = (favoritePositions[i].Value - cpos).LengthSquared;
if (lengthsquare < closestDistSquare)
{
closestIndex = i;
closestDistSquare = lengthsquare;
}
}
// Add new if there is space
if (closestDistSquare > favoriteDistSquare && favoritePositionsLength < favoritePositions.Length)
{
favoritePositions[favoritePositionsLength] = cpos;
favoritePositionsLength++;
}
else
{
var pos = favoritePositions[closestIndex].Value;
favoritePositions[closestIndex] = (pos - cpos) / 2 + cpos;
}
}
void NextFavoritePositionIndex()
{
currentFavoritePositionIndex = (currentFavoritePositionIndex + 1) % favoritePositionsLength;
}
bool IsPreferredEnemyUnit(Actor actor)
{
if (actor == null || actor.IsDead || player.RelationshipWith(actor.Owner) != PlayerRelationship.Enemy || actor.Info.HasTraitInfo<HuskInfo>())
return false;
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && !targetTypes.Overlaps(Info.IgnoredEnemyTargetTypes);
}
(bool HasInvalidActors, bool HasEnemyNearby) HasInvalidActorInCircle(WPos pos, WDist dist)
{
var hasInvalidActor = false;
var hasEnemyActor = false;
hasInvalidActor = world.FindActorsInCircle(pos, dist).Any(actor =>
{
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Ally)
{
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromAlliedTargetTypes);
}
if (actor.Owner.RelationshipWith(player) == PlayerRelationship.Enemy)
{
hasEnemyActor = true;
var targetTypes = actor.GetEnabledTargetTypes();
return !targetTypes.IsEmpty && targetTypes.Overlaps(Info.AwayFromEnemyTargetTypes);
}
return false;
});
return (hasInvalidActor, hasEnemyActor);
}
void EnqueueConflictPosition(CPos cell)
{
if (conflictPositionLength < MaxPositionCacheLength)
{
conflictPositionQueue[conflictPositionLength] = cell;
conflictPositionLength++;
}
else
conflictPositionQueue[MaxPositionCacheLength - 1] = cell;
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
{
if (alertedTicks > 0 || !IsPreferredEnemyUnit(e.Attacker))
return;
alertedTicks = RepeatedAltertTicks;
var hasInvalidActor = HasInvalidActorInCircle(self.CenterPosition, WDist.FromCells(Info.AwayFromCellDistance)).HasInvalidActors;
if (hasInvalidActor)
return;
var targetTypes = self.GetEnabledTargetTypes();
CPos pos;
if (!targetTypes.IsEmpty && targetTypes.Overlaps(Info.UseEnemyLocationTargetTypes))
pos = e.Attacker.Location;
else
pos = self.Location;
EnqueueConflictPosition(pos);
}
}
}

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Collections.Immutable;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds metadata for the AI bots.")]
public class SupportPowerDecision
{
[Desc("What is the minimum attractiveness we will use this power for?")]
public readonly int MinimumAttractiveness = 1;
[Desc("What support power does this decision apply to?")]
public readonly string OrderName = "AirstrikePowerInfoOrder";
[Desc(
"What is the coarse scan radius of this power?",
"For finding the general target area, before doing a detail scan",
"Should be 10 or more to avoid lag")]
public readonly int CoarseScanRadius = 20;
[Desc(
"What is the fine scan radius of this power?",
"For doing a detailed scan in the general target area.",
"Minimum is 1")]
public readonly int FineScanRadius = 2;
[FieldLoader.LoadUsing(nameof(LoadConsiderations))]
[Desc("The decisions associated with this power")]
public readonly ImmutableArray<Consideration> Considerations = [];
[Desc("Minimum ticks to wait until next Decision scan attempt.")]
public readonly int MinimumScanTimeInterval = 250;
[Desc("Maximum ticks to wait until next Decision scan attempt.")]
public readonly int MaximumScanTimeInterval = 262;
public SupportPowerDecision(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
static object LoadConsiderations(MiniYaml yaml)
{
var ret = new List<Consideration>();
foreach (var d in yaml.Nodes)
if (d.Key.Split('@')[0] == "Consideration")
ret.Add(new Consideration(d.Value));
return ret.ToImmutableArray();
}
/// <summary>Evaluates the attractiveness of a position according to all considerations.</summary>
public int GetAttractiveness(WPos pos, Player firedBy)
{
var answer = 0;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return 0;
foreach (var consideration in Considerations)
{
var radiusToUse = new WDist(consideration.CheckRadius.Length);
var checkActors = world.FindActorsInCircle(pos, radiusToUse);
foreach (var scrutinized in checkActors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
var delta = new WVec(radiusToUse, radiusToUse, WDist.Zero);
var tl = world.Map.CellContaining(pos - delta);
var br = world.Map.CellContaining(pos + delta);
var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
// IsValid check filters out Frozen Actors that have not initialized their Owner
foreach (var scrutinized in checkFrozen)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner));
}
return answer;
}
/// <summary>Evaluates the attractiveness of a group of actors according to all considerations.</summary>
public int GetAttractiveness(IEnumerable<Actor> actors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in actors)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
return answer;
}
public int GetAttractiveness(IEnumerable<FrozenActor> frozenActors, Player firedBy)
{
var answer = 0;
foreach (var consideration in Considerations)
foreach (var scrutinized in frozenActors)
if (scrutinized.IsValid && scrutinized.Visible)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner));
return answer;
}
public int GetNextScanTime(World world) { return world.LocalRandom.Next(MinimumScanTimeInterval, MaximumScanTimeInterval); }
/// <summary>Makes up part of a decision, describing how to evaluate a target.</summary>
public class Consideration
{
public enum DecisionMetric { Health, Value, None }
[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
public readonly PlayerRelationship Against = PlayerRelationship.Enemy;
[Desc("What types should the desired targets of this power be?")]
public readonly BitSet<TargetableType> Types = new("Air", "Ground", "Water");
[Desc("How attractive are these types of targets?")]
public readonly int Attractiveness = 100;
[Desc("Weight the target attractiveness by this property", "Allowed keywords: Health, Value, None")]
public readonly DecisionMetric TargetMetric = DecisionMetric.None;
[Desc("What is the check radius of this decision?")]
public readonly WDist CheckRadius = WDist.FromCells(5);
public Consideration(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
/// <summary>Evaluates a single actor according to the rules defined in this consideration.</summary>
public int GetAttractiveness(Actor a, PlayerRelationship stance, Player firedBy)
{
if (stance != Against)
return 0;
if (a == null)
return 0;
if (!a.IsTargetableBy(firedBy.PlayerActor) || !a.CanBeViewedByPlayer(firedBy))
return 0;
if (Types.Overlaps(a.GetEnabledTargetTypes()))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = a.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var health = a.TraitOrDefault<IHealth>();
if (health == null)
return 0;
// Cast to long to avoid overflow when multiplying by the health
return (int)((long)health.HP * Attractiveness / health.MaxHP);
default:
return Attractiveness;
}
}
return 0;
}
public int GetAttractiveness(FrozenActor fa, PlayerRelationship stance)
{
if (stance != Against)
return 0;
if (fa == null || !fa.IsValid || !fa.Visible)
return 0;
if (Types.Overlaps(fa.TargetTypes))
{
switch (TargetMetric)
{
case DecisionMetric.Value:
var valueInfo = fa.Info.TraitInfoOrDefault<ValuedInfo>();
return (valueInfo != null) ? valueInfo.Cost * Attractiveness : 0;
case DecisionMetric.Health:
var healthInfo = fa.Info.TraitInfoOrDefault<IHealthInfo>();
return (healthInfo != null) ? fa.HP * Attractiveness / healthInfo.MaxHP : 0;
default:
return Attractiveness;
}
}
return 0;
}
}
}
}