HasMinimumProc() public method

public HasMinimumProc ( ) : bool
return bool
コード例 #1
0
        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);
        }
コード例 #2
0
        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);
        }