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.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount)); // First priority is to get out of a low power situation if (playerPower.ExcessPower < ai.Info.MinimumExcessPower) { if (power != null && power.TraitInfos <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0) { HackyAI.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)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); return(refinery); } if (power != null && refinery != null && !HasSufficientPowerForActor(refinery)) { HackyAI.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)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); return(production); } if (power != null && production != null && !HasSufficientPowerForActor(production)) { HackyAI.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 && ai.CloseEnoughToWater()) { var navalproduction = GetProducibleBuilding(ai.Info.BuildingCommonNames.NavalProduction, buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name); return(navalproduction); } if (power != null && navalproduction != null && !HasSufficientPowerForActor(navalproduction)) { HackyAI.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)) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); return(silo); } if (power != null && silo != null && !HasSufficientPowerForActor(silo)) { HackyAI.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 || !ai.CloseEnoughToWater())) { continue; } // Will this put us into low power? var actor = world.Map.Rules.Actors[name]; if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || !HasSufficientPowerForActor(actor)) { // Try building a power plant instead if (power != null && power.TraitInfos <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0) { if (playerPower.PowerOutageRemainingTicks > 0) { HackyAI.BotDebug("{0} decided to build {1}: Priority override (is low power)", queue.Actor.Owner, power.Name); } else { HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); } return(power); } } // Lets build this HackyAI.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. // HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group); return(null); }
ActorInfo ChooseBuildingToBuild(ProductionQueue queue) { var buildableThings = queue.BuildableItems(); // First priority is to get out of a low power situation if (playerPower.ExcessPower < 0) { var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount)); if (power != null && power.Traits.WithInterface <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0) { // TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage if (playerPower.PowerOutageRemainingTicks <= 0) { HackyAI.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("Refinery", buildableThings); if (refinery != null) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); return(refinery); } } // Make sure that we can can spend as fast as we are earning if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold) { var production = GetProducibleBuilding("Production", buildableThings); if (production != null) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); return(production); } } // Create some head room for resource storage if we really need it if (playerResources.AlertSilo) { var silo = GetProducibleBuilding("Silo", buildableThings); if (silo != null) { HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); return(silo); } } // 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; } // Will this put us into low power? var actor = world.Map.Rules.Actors[frac.Key]; var pis = actor.Traits.WithInterface <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1); if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < pis.Sum(pi => pi.Amount)) { // Try building a power plant instead var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount)); if (power != null && power.Traits.WithInterface <PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0) { // TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage if (playerPower.PowerOutageRemainingTicks > 0) { HackyAI.BotDebug("AI: {0} is suffering from a power outage; not going to build {1}", queue.Actor.Owner, power.Name); } else { HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name); return(power); } } } // Lets build this HackyAI.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. // HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group); return(null); }