コード例 #1
0
        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);
        }
コード例 #2
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);
                }
            }
        }
コード例 #3
0
ファイル: HarvesterBotModule.cs プロジェクト: dnqbob/OpenRA
        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);
                }
            }
        }