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OpenRA/OpenRA.Mods.Common/Traits/BotModules/PowerDownBotManager.cs
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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>
2026-01-10 21:46:54 +08:00

205 lines
6.3 KiB
C#

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