// Won't work for shipyards... CPos ChooseRallyLocationNear(Actor producer) { var possibleRallyPoints = Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius) .Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault <BuildingInfo>())); if (!possibleRallyPoints.Any()) { AIUtils.BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location); return(producer.Location); } return(possibleRallyPoints.Random(Random)); }
void INotifyDamage.Damaged(Actor self, AttackInfo e) { if (!IsEnabled || e.Attacker == null) { return; } if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral) { return; } var rb = self.TraitOrDefault <RepairableBuilding>(); if (Info.ShouldRepairBuildings && rb != null) { if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive) { AIUtils.BotDebug("Bot noticed damage {0} {1}->{2}, repairing.", self, e.PreviousDamageState, e.DamageState); QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false)); } } if (e.Attacker.Disposed) { return; } if (!e.Attacker.Info.HasTraitInfo <ITargetableInfo>()) { return; } // Protected priority assets, MCVs, harvesters and buildings if ((self.Info.HasTraitInfo <HarvesterInfo>() || self.Info.HasTraitInfo <BuildingInfo>() || self.Info.HasTraitInfo <BaseBuildingInfo>()) && Player.Stances[e.Attacker.Owner] == Stance.Enemy) { defenseCenter = e.Attacker.Location; ProtectOwn(e.Attacker); } }
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary> CPos?FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower) { CPos?bestLocation = null; var bestAttractiveness = 0; var powerDecision = powerDecisions[readyPower.Info.OrderName]; if (powerDecision == null) { AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName); return(null); } var map = world.Map; var checkRadius = powerDecision.CoarseScanRadius; for (var i = 0; i < map.MapSize.X; i += checkRadius) { for (var j = 0; j < map.MapSize.Y; j += checkRadius) { var tl = new MPos(i, j); var br = new MPos(i + checkRadius, j + checkRadius); var region = new CellRegion(map.Grid.Type, tl, br); // HACK: The AI code should not be messing with raw coordinate transformations var wtl = world.Map.CenterOfCell(tl.ToCPos(map)); var wbr = world.Map.CenterOfCell(br.ToCPos(map)); var targets = world.ActorMap.ActorsInBox(wtl, wbr); var frozenTargets = frozenLayer.FrozenActorsInRegion(region); var consideredAttractiveness = powerDecision.GetAttractiveness(targets, player) + powerDecision.GetAttractiveness(frozenTargets, player); if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } bestAttractiveness = consideredAttractiveness; bestLocation = new MPos(i, j).ToCPos(map); } } return(bestLocation); }
void QueueCaptureOrderFor <TTargetType>(Actor capturer, CaptureTarget <TTargetType> target) where TTargetType : class, ITraitInfoInterface { if (capturer == null) { return; } if (target == null) { return; } if (target.Actor == null) { return; } QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true)); AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor); activeUnits.Remove(capturer); }
/// <summary>Detail scans an area, evaluating positions.</summary> CPos?FindFineAttackLocationToSupportPower(SupportPowerInstance readyPower, CPos checkPos, int extendedRange = 1) { CPos?bestLocation = null; var bestAttractiveness = 0; var powerDecision = powerDecisions[readyPower.Info.OrderName]; if (powerDecision == null) { AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName); return(null); } var checkRadius = powerDecision.CoarseScanRadius; var fineCheck = powerDecision.FineScanRadius; for (var i = 0 - extendedRange; i <= (checkRadius + extendedRange); i += fineCheck) { var x = checkPos.X + i; for (var j = 0 - extendedRange; j <= (checkRadius + extendedRange); j += fineCheck) { var y = checkPos.Y + j; var pos = world.Map.CenterOfCell(new CPos(x, y)); var consideredAttractiveness = 0; consideredAttractiveness += powerDecision.GetAttractiveness(pos, player, frozenLayer); if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } bestAttractiveness = consideredAttractiveness; bestLocation = new CPos(x, y); } } return(bestLocation); }
ActorInfo ChooseBuildingToBuild(ProductionQueue queue) { var buildableThings = queue.BuildableItems(); // This gets used quite a bit, so let's cache it here var power = GetProducibleBuilding(ai.Info.BuildingCommonNames.Power, 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) { if (power != null && power.TraitInfos <PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0) { AIUtils.BotDebug("AI: {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 (!ai.HasAdequateProc() || !ai.HasMinimumProc()) { var refinery = GetProducibleBuilding(ai.Info.BuildingCommonNames.Refinery, buildableThings); if (refinery != null && HasSufficientPowerForActor(refinery)) { AIUtils.BotDebug("AI: {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 (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold) { var production = GetProducibleBuilding(ai.Info.BuildingCommonNames.Production, buildableThings); if (production != null && HasSufficientPowerForActor(production)) { AIUtils.BotDebug("AI: {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 == Water.EnoughWater && ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold && AIUtils.IsAreaAvailable <GivesBuildableArea>(ai.World, ai.Player, ai.Map, ai.Info.CheckForWaterRadius, ai.Info.WaterTerrainTypes)) { var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { AIUtils.BotDebug("AI: {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(ai.Info.BuildingCommonNames.Silo, buildableThings); if (silo != null && HasSufficientPowerForActor(silo)) { AIUtils.BotDebug("AI: {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 ai.Info.BuildingFractions.Shuffle(ai.Random)) { var name = frac.Key; // Can we build this structure? if (!buildableThings.Any(b => b.Name == name)) { continue; } // Do we want to build this structure? var count = playerBuildings.Count(a => a.Info.Name == name); if (count > frac.Value * playerBuildings.Length) { continue; } if (ai.Info.BuildingLimits.ContainsKey(name) && ai.Info.BuildingLimits[name] <= 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 (ai.Info.BuildingCommonNames.NavalProduction.Contains(name) && (waterState == Water.NotEnoughWater || !AIUtils.IsAreaAvailable <GivesBuildableArea>(ai.World, ai.Player, ai.Map, ai.Info.CheckForWaterRadius, ai.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); }
bool TickQueue(ProductionQueue queue) { var currentBuilding = queue.AllQueued().FirstOrDefault(); // Waiting to build something if (currentBuilding == null && failCount < ai.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) { return(false); } ai.QueueOrder(Order.StartProduction(queue.Actor, item.Name, 1)); } 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; if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo <AttackBaseInfo>()) { type = BuildingType.Defense; } else if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo <RefineryInfo>()) { type = BuildingType.Refinery; } var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type); if (location == null) { AIUtils.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item)); ai.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1)); failCount += failCount; // If we just reached the maximum fail count, cache the number of current structures if (failCount == ai.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait <Building>().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait <BaseProvider>().Count(a => a.Owner == player); } } else { failCount = 0; ai.QueueOrder(new Order("PlaceBuilding", player.PlayerActor, Target.FromCell(world, location.Value), false) { // Building to place TargetString = currentBuilding.Item, // Actor ID to associate the placement with ExtraData = queue.Actor.ActorID, SuppressVisualFeedback = true }); return(true); } } return(true); }
public void TryToUseSupportPower(Actor self) { if (supportPowerManager == null) { return; } foreach (var sp in supportPowerManager.Powers.Values) { if (sp.Disabled) { continue; } // Add power to dictionary if not in delay dictionary yet if (!waitingPowers.ContainsKey(sp)) { waitingPowers.Add(sp, 0); } if (waitingPowers[sp] > 0) { waitingPowers[sp]--; } // If we have recently tried and failed to find a use location for a power, then do not try again until later var isDelayed = waitingPowers[sp] > 0; if (sp.Ready && !isDelayed && powerDecisions.ContainsKey(sp.Info.OrderName)) { var powerDecision = powerDecisions[sp.Info.OrderName]; if (powerDecision == null) { AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName); continue; } var attackLocation = FindCoarseAttackLocationToSupportPower(sp); if (attackLocation == null) { AIUtils.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += powerDecision.GetNextScanTime(ai); continue; } // Found a target location, check for precise target attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation); if (attackLocation == null) { AIUtils.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += powerDecision.GetNextScanTime(ai); continue; } // Valid target found, delay by a few ticks to avoid rescanning before power fires via order AIUtils.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += 10; ai.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true }); } } }