bool ShouldBuildMCV() { // Only build MCV if we don't already have one in the field. var allowedToBuildMCV = AIUtils.CountActorByCommonName(Info.McvTypes, player) == 0; if (!allowedToBuildMCV) { return(false); } // Build MCV if we don't have the desired number of construction yards, unless we have no factory (can't build it). return(AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) < Info.MinimumConstructionYardCount && AIUtils.CountBuildingByCommonName(Info.McvFactoryTypes, player) > 0); }
protected void ProduceHarvesters(IBot bot) { // Less harvesters than refineries - build a new harvester var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled); if (unitBuilder != null && Info.HarvesterTypes.Any()) { var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player); var numHarvesters = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player); if (numHarvesters >= Info.MaxHarvesters) { return; } var harvCountTooLow = numHarvesters < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player) * Info.HarvestersPerRefinery; if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0) { unitBuilder.RequestUnitProduction(bot, harvInfo.Name); } } }
void IBotTick.BotTick(IBot bot) { if (resourceLayer == null || resourceLayer.IsEmpty) { return; } if (--scanForIdleHarvestersTicks > 0) { return; } var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList(); foreach (var a in toRemove) { harvesters.Remove(a); } scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; // Find new harvesters // TODO: Look for a more performance-friendly way to update this list var newHarvesters = world.ActorsHavingTrait <Harvester>().Where(a => a.Owner == player && !harvesters.ContainsKey(a)); foreach (var a in newHarvesters) { harvesters[a] = new HarvesterTraitWrapper(a); } // Find idle harvesters and give them orders: foreach (var h in harvesters) { if (!h.Key.IsIdle) { // Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity if (!(h.Key.CurrentActivity is FindAndDeliverResources act) || !act.LastSearchFailed) { continue; } } if (h.Value.Parachutable != null && h.Value.Parachutable.IsInAir) { continue; } // Tell the idle harvester to quit slacking: var newSafeResourcePatch = FindNextResource(h.Key, h.Value); AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(h.Key, newSafeResourcePatch)); bot.QueueOrder(new Order("Harvest", h.Key, newSafeResourcePatch, false)); } // Less harvesters than refineries - build a new harvester var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled); if (unitBuilder != null && Info.HarvesterTypes.Any()) { var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player); var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player); if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0) { unitBuilder.RequestUnitProduction(bot, harvInfo.Name); } } }