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:
204
OpenRA.Mods.Common/Traits/BotModules/PowerDownBotManager.cs
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204
OpenRA.Mods.Common/Traits/BotModules/PowerDownBotManager.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.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 powerdown.",
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"You need to use PowerMultiplier on toggle control only on related buildings, for calculation of this bot module")]
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public class PowerDownBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Delay (in ticks) between two action on toggling powerdown.")]
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public readonly int Interval = 150;
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[Desc("Actors that allow this module to toggle")]
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public readonly FrozenSet<string> PowerDownTypes = FrozenSet<string>.Empty;
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[Desc("Order used by " + nameof(ToggleConditionOnOrderInfo) + " for powerdown on toggled actor.")]
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public readonly string PowerDownOrder = "PowerDown";
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public override object Create(ActorInitializer init) { return new PowerDownBotModule(init.Self, this); }
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}
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public class PowerDownBotModule : ConditionalTrait<PowerDownBotModuleInfo>, IBotTick, IGameSaveTraitData, INotifyActorDisposing
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{
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readonly World world;
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readonly Player player;
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readonly ActorIndex.OwnerAndNamesAndTrait<ToggleConditionOnOrderInfo> togglable;
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readonly Func<Actor, bool> isTogglableValid;
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// We keep a list to track toggled buildings for performance.
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readonly List<ToggledPowerWrapper> toggled = [];
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PowerManager playerPower;
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int toggleTick;
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sealed class ToggledPowerWrapper
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{
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public int ExpectedPowerChanging;
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public Actor Actor;
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public ToggledPowerWrapper(Actor a, int p)
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{
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Actor = a;
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ExpectedPowerChanging = p;
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}
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}
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public PowerDownBotModule(Actor self, PowerDownBotModuleInfo 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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togglable = new ActorIndex.OwnerAndNamesAndTrait<ToggleConditionOnOrderInfo>(world, info.PowerDownTypes, player);
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isTogglableValid = a => a != null && a.Owner == self.Owner && !a.IsDead && a.IsInWorld;
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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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}
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protected override void TraitEnabled(Actor self)
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{
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toggleTick = world.LocalRandom.Next(Info.Interval);
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}
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// We calculate the approximate power changing if toggled on. Since we have no idea on the conditions set by users
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// Calculation here need user to use PowerMultiplier on toggle control only on related buildings, for calculation of this bot module.
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static int GetTogglePowerChanging(Actor a)
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{
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var powerChangingIfToggled = 0;
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var power = a.TraitsImplementing<Power>().Where(t => !t.IsTraitDisabled).Sum(t => t.Info.Amount);
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if (power != 0)
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{
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var powerMulTraits = a.TraitsImplementing<PowerMultiplier>().ToArray();
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powerChangingIfToggled = power * (powerMulTraits.Sum(p => p.Info.Modifier) - 100) / 100;
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if (Array.Exists(powerMulTraits, t => !t.IsTraitDisabled))
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powerChangingIfToggled = -powerChangingIfToggled;
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}
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return powerChangingIfToggled;
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}
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IEnumerable<ToggledPowerWrapper> GetOnlineBuildings()
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{
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var toggleableBuildings = new List<ToggledPowerWrapper>();
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foreach (var a in togglable.Actors.Where(a => !a.IsDead && a.Info.HasTraitInfo<PowerInfo>()))
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{
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// Note: it is OK if GetTogglePowerChanging is not accurate, when player is still in lowpower.
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// The bot will try to toggle off more buildings next bot tick.
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var powerChanging = GetTogglePowerChanging(a);
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if (powerChanging > 0)
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toggleableBuildings.Add(new ToggledPowerWrapper(a, powerChanging));
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}
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return toggleableBuildings.OrderBy(bpw => bpw.ExpectedPowerChanging);
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}
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void IBotTick.BotTick(IBot bot)
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{
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if (toggleTick > 0 || playerPower == null)
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{
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toggleTick--;
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return;
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}
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var power = playerPower.ExcessPower;
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var togglingBuildings = new List<Actor>();
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// When there is extra power, check if AI can toggle on
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// TODO: captured disabled actors will never be toggled on
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if (power > 0 && toggled.Count > 0)
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{
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toggled.RemoveAll(bpw => !isTogglableValid(bpw.Actor));
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toggled.Sort((bpw1, bpw2) => bpw2.ExpectedPowerChanging.CompareTo(bpw1.ExpectedPowerChanging));
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for (var i = 0; i < toggled.Count; i++)
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{
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var bpw = toggled[i];
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if (power + bpw.ExpectedPowerChanging < 0)
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continue;
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togglingBuildings.Add(bpw.Actor);
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power += bpw.ExpectedPowerChanging;
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toggled.RemoveAt(i);
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}
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}
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// When there is no power, check if AI can toggle off
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// and add those toggled to list for toggling on
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else if (power < 0)
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{
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foreach (var bpw in GetOnlineBuildings())
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{
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if (power > 0)
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break;
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togglingBuildings.Add(bpw.Actor);
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toggled.Add(new ToggledPowerWrapper(bpw.Actor, -bpw.ExpectedPowerChanging));
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power += bpw.ExpectedPowerChanging;
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}
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}
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if (togglingBuildings.Count > 0)
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bot.QueueOrder(new Order(Info.PowerDownOrder, null, false, groupedActors: togglingBuildings.ToArray()));
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toggleTick = Info.Interval;
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}
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List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
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{
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if (IsTraitDisabled)
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return null;
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var data = new List<MiniYamlNode>();
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foreach (var tb in toggled.Where(td => isTogglableValid(td.Actor)))
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data.Add(new MiniYamlNode(FieldSaver.FormatValue(tb.Actor.ActorID), FieldSaver.FormatValue(tb.ExpectedPowerChanging)));
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return
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[
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new("ToggledBuildings", new MiniYaml("", data))
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];
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}
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void IGameSaveTraitData.ResolveTraitData(Actor self, MiniYaml data)
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{
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if (self.World.IsReplay)
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return;
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var nodes = data.ToDictionary();
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if (nodes.TryGetValue("ToggledBuildings", out var toggledBuildingsNode))
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{
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foreach (var n in toggledBuildingsNode.Nodes)
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{
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var a = self.World.GetActorById(FieldLoader.GetValue<uint>(n.Key, n.Key));
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if (isTogglableValid(a))
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toggled.Add(new ToggledPowerWrapper(a, FieldLoader.GetValue<int>(n.Key, n.Value.Value)));
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}
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}
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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togglable.Dispose();
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}
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}
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}
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