// In cases where we want to build a specific unit but don't know the queue name (because there's more than one possibility) void BuildUnit(IBot bot, string name) { var actorInfo = world.Map.Rules.Actors[name]; if (actorInfo == null) { return; } var buildableInfo = actorInfo.TraitInfoOrDefault <BuildableInfo>(); if (buildableInfo == null) { return; } ProductionQueue queue = null; foreach (var pq in buildableInfo.Queue) { queue = AIUtils.FindQueues(player, pq).FirstOrDefault(q => !q.AllQueued().Any()); if (queue != null) { break; } } if (queue != null) { bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1)); AIUtils.BotDebug("{0} decided to build {1} (external request)", queue.Actor.Owner, name); } }
void IBotTick.BotTick(IBot bot) { 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(world); 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(world); 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; bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true }); } } }
/// <summary>Detail scans an area, evaluating positions.</summary> CPos?FindAttackLocationToSupportPower(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 availableTargets = world.ActorsHavingTrait <IOccupySpace>().Where(x => x.IsInWorld && !x.IsDead && (powerDecision.IgnoreVisibility || x.CanBeViewedByPlayer(player)) && powerDecision.Against.HasRelationship(player.RelationshipWith(x.Owner)) && powerDecision.Types.Overlaps(x.GetEnabledTargetTypes())); foreach (var a in availableTargets) { var pos = a.CenterPosition; var consideredAttractiveness = 0; consideredAttractiveness += powerDecision.GetAttractiveness(pos, player); if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } bestAttractiveness = consideredAttractiveness; bestLocation = world.Map.CellContaining(pos); } return(bestLocation); }
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary> CPos?FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower) { CPos?bestLocation = null; 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; var suitableLocations = new List <int[]>(); var totalAttractiveness = 0; 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 = player.FrozenActorLayer != null?player.FrozenActorLayer.FrozenActorsInRegion(region) : Enumerable.Empty <FrozenActor>(); var consideredAttractiveness = powerDecision.GetAttractiveness(targets, player) + powerDecision.GetAttractiveness(frozenTargets, player); if (consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } suitableLocations.Add(new int[] { i, j, consideredAttractiveness }); totalAttractiveness += consideredAttractiveness; } } if (suitableLocations.Any()) { // Only consider locations of above average attractiveness. var avgAttractiveness = totalAttractiveness / suitableLocations.Count(); foreach (var location in Util.Shuffle(suitableLocations, world.LocalRandom)) { if (location[2] >= avgAttractiveness) { bestLocation = new MPos(location[0], location[1]).ToCPos(map); break; } } } return(bestLocation); }
void ITick.Tick(Actor self) { if (IsTraitDisabled) { return; } if (resLayer == null || resLayer.IsResourceLayerEmpty) { return; } if (--scanForIdleHarvestersTicks > 0) { return; } harvesters.RemoveAll(unitCannotBeOrdered); 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.Contains(a)); foreach (var a in newHarvesters) { harvesters.Add(a); } // Find idle harvesters and give them orders: foreach (var harvester in harvesters) { var harv = harvester.Trait <Harvester>(); if (!harv.IsEmpty) { continue; } if (!harvester.IsIdle) { var act = harvester.CurrentActivity; if (!harv.LastSearchFailed || act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources)) { continue; } } var para = harvester.TraitOrDefault <Parachutable>(); if (para != null && para.IsInAir) { continue; } // Tell the idle harvester to quit slacking: var newSafeResourcePatch = FindNextResource(harvester, harv); AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch)); botOrderManager.QueueOrder(new Order("Harvest", harvester, Target.FromCell(world, newSafeResourcePatch), false)); } }
/// <summary>Scans the map in chunks, evaluating all actors in each.</summary> CPos?FindCoarseAttackLocationToSupportPower(SupportPowerInstance readyPower) { var powerDecision = powerDecisions[readyPower.Info.OrderName]; if (powerDecision == null) { AIUtils.BotDebug("{0} couldn't find powerDecision for {1}", player.PlayerName, readyPower.Info.OrderName); return(null); } var map = world.Map; var checkRadius = powerDecision.CoarseScanRadius; var suitableLocations = new List <(MPos UV, int Attractiveness)>(); var totalAttractiveness = 0; 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 = player.FrozenActorLayer != null?player.FrozenActorLayer.FrozenActorsInRegion(region) : Enumerable.Empty <FrozenActor>(); var consideredAttractiveness = powerDecision.GetAttractiveness(targets, player) + powerDecision.GetAttractiveness(frozenTargets, player); if (consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } suitableLocations.Add((tl, consideredAttractiveness)); totalAttractiveness += consideredAttractiveness; } } if (suitableLocations.Count == 0) { return(null); } // Pick a random location with above average attractiveness. var averageAttractiveness = totalAttractiveness / suitableLocations.Count; return(suitableLocations.Shuffle(world.LocalRandom) .First(x => x.Attractiveness >= averageAttractiveness) .UV.ToCPos(map)); }
// Won't work for shipyards... CPos ChooseRallyLocationNear(Actor producer) { var possibleRallyPoints = world.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(world.LocalRandom)); }
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e) { var rb = self.TraitOrDefault <RepairableBuilding>(); if (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); bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false)); } } }
/// <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 = player.FrozenActorLayer != null?player.FrozenActorLayer.FrozenActorsInRegion(region) : Enumerable.Empty <FrozenActor>(); 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 IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e) { // HACK: We don't want D2k bots to repair all their buildings on placement // where half their HP is removed via neutral terrain damage. // TODO: Implement concrete placement for D2k bots and remove this hack. if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral) { return; } var rb = self.TraitOrDefault <RepairableBuilding>(); if (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); bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false)); } } }
protected void OrderHarvesters(IBot bot) { var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList(); foreach (var a in toRemove) { harvesters.Remove(a); } // 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) { var act = h.Key.CurrentActivity as FindAndDeliverResources; // Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity if (act == null || !act.LastSearchFailed) { 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)); } }
/// <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("{0} couldn't find powerDecision for {1}", player.PlayerName, 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); if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness) { continue; } bestAttractiveness = consideredAttractiveness; bestLocation = new CPos(x, y); } } return(bestLocation); }
void IBotTick.BotTick(IBot bot) { var colonies = AIUtils.GetActorsWithTrait <Colony>(world).Where(c => c.Owner == player).ToArray(); foreach (var colony in colonies) { var health = colony.Trait <IHealth>(); if (health.DamageState == Info.DamageState) { var queue = colony.TraitOrDefault <ProductionQueue>(); // Turrets don't produce if (queue == null) { continue; } foreach (var current in queue.AllQueued()) { bot.QueueOrder(Order.CancelProduction(queue.Actor, current.Item, 1)); AIUtils.BotDebug("{0}: Stopping production of {1} at {2} to heal.".F(player.PlayerName, current.Item, colony)); } } } }
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); } } }
void IBotTick.BotTick(IBot bot) { if (cubeSpawner == null || !cubeSpawner.IsTraitEnabled() || !cubeSpawner.Enabled) { return; } if (--scanForcubesTicks > 0) { return; } scanForcubesTicks = Info.ScanForCubesInterval; var cubes = world.ActorsHavingTrait <Crate>().ToList(); if (!cubes.Any()) { return; } if (Info.CheckTargetsForVisibility) { cubes.RemoveAll(c => !c.CanBeViewedByPlayer(player)); } var idleUnits = world.ActorsHavingTrait <Mobile>().Where(a => a.Owner == player && a.IsIdle && (Info.IncludedUnitTypes.Contains(a.Info.Name) || (!Info.IncludedUnitTypes.Any() && !Info.ExcludedUnitTypes.Contains(a.Info.Name)))).ToList(); if (!idleUnits.Any()) { return; } foreach (var cube in cubes) { if (alreadyPursuitcubes.Contains(cube)) { continue; } if (!cube.IsAtGroundLevel()) { continue; } var cubeCollector = idleUnits.ClosestTo(cube); if (cubeCollector == null) { continue; } if ((cube.Location - cubeCollector.Location).Length > maxProximity) { continue; } idleUnits.Remove(cubeCollector); var target = PathToNextcube(cubeCollector, cube); if (target.Type == TargetType.Invalid) { continue; } var cell = world.Map.CellContaining(target.CenterPosition); AIUtils.BotDebug("AI: Ordering {0} to {1} for cube pick up.".F(cubeCollector, cell)); bot.QueueOrder(new Order("Move", cubeCollector, target, true)); alreadyPursuitcubes.Add(cube); } }
void IBotTick.BotTick(IBot bot) { if (resourceLayer == null || resourceLayer.IsResourceLayerEmpty) { return; } if (--scanForIdleMinersTicks > 0) { return; } scanForIdleMinersTicks = Info.MinimumScanDelay; var toRemove = miners.Keys.Where(unitCannotBeOrdered).ToList(); foreach (var a in toRemove) { miners.Remove(a); } // TODO: Look for a more performance friendly way to update this list var newMiners = world.Actors.Where(a => Info.DeployableActorTypes.Contains(a.Info.Name) && a.Owner == player && !miners.ContainsKey(a)); foreach (var a in newMiners) { miners[a] = new MinerTraitWrapper(a); } foreach (var miner in miners) { if (!miner.Key.IsIdle) { continue; } if (Info.DeployableTerrainTypes.Contains(world.Map.GetTerrainInfo(miner.Key.Location).Type)) { bot.QueueOrder(new Order("DeployTransform", miner.Key, true)); continue; } // Tell the idle miner to quit slacking: var newSafeResourcePatch = FindNextResource(miner.Key, miner.Value); if (newSafeResourcePatch.Type == TargetType.Invalid) { scanForIdleMinersTicks = Info.LastSearchFailedDelay; return; } AIUtils.BotDebug("AI: Miner {0} is idle. Ordering to {1} in search for new resources.".F(miner.Key, newSafeResourcePatch)); bot.QueueOrder(new Order("Move", miner.Key, newSafeResourcePatch, true)); } // Keep the economy running before starving out. var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled); if (unitBuilder != null) { var minerInfo = AIUtils.GetInfoByCommonName(Info.DeployableActorTypes, player); var miningTowers = AIUtils.CountBuildingByCommonName(Info.DeployedActorTypes, player); if (miningTowers < Info.MinimumDeployedActors && unitBuilder.RequestedProductionCount(bot, minerInfo.Name) == 0) { unitBuilder.RequestUnitProduction(bot, minerInfo.Name); } } }
void QueueCaptureOrders(IBot bot) { if (!Info.CapturingActorTypes.Any() || player.WinState != WinState.Undefined) { return; } activeCapturers.RemoveAll(unitCannotBeOrderedOrIsIdle); var newUnits = world.ActorsHavingTrait <IPositionable>() .Where(a => a.Owner == player && !activeCapturers.Contains(a)); var capturers = newUnits .Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name) && a.Info.HasTraitInfo <CapturesInfo>()) .Select(a => new TraitPair <CaptureManager>(a, a.TraitOrDefault <CaptureManager>())) .Where(tp => tp.Trait != null) .ToArray(); if (capturers.Length == 0) { return; } var randPlayer = world.Players.Where(p => !p.Spectating && Info.CapturableStances.HasStance(player.Stances[p])).Random(world.LocalRandom); var targetOptions = Info.CheckCaptureTargetsForVisibility ? GetVisibleActorsBelongingToPlayer(randPlayer) : GetActorsThatCanBeOrderedByPlayer(randPlayer); var capturableTargetOptions = targetOptions .Where(target => { var captureManager = target.TraitOrDefault <CaptureManager>(); if (captureManager == null) { return(false); } return(capturers.Any(tp => captureManager.CanBeTargetedBy(target, tp.Actor, tp.Trait))); }) .OrderByDescending(target => target.GetSellValue()) .Take(maximumCaptureTargetOptions); if (Info.CapturableActorTypes.Any()) { capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant())); } if (!capturableTargetOptions.Any()) { return; } var failedAttempts = captureHistory.Where(a => a.Key.IsDead).Select(a => a.Value); foreach (var capturer in capturers) { var targetActor = capturableTargetOptions.MinByOrDefault(t => (t.CenterPosition - capturer.Actor.CenterPosition).LengthSquared); if (targetActor == null) { continue; } if (failedAttempts.Any(f => f.Actor == targetActor)) { AIUtils.BotDebug("AI ({0}): skipping capture of {1} as there was a previously failed attempt.", player.ClientIndex, targetActor); continue; } var target = Target.FromActor(targetActor); bot.QueueOrder(new Order("CaptureActor", capturer.Actor, target, true)); AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", player.ClientIndex, capturer.Actor, targetActor); activeCapturers.Add(capturer.Actor); if (!captureHistory.ContainsKey(capturer.Actor)) { captureHistory.Add(capturer.Actor, target); } } }
ActorInfo ChooseBuildingToBuild(ProductionQueue queue) { var buildableThings = queue.BuildableItems(); // This gets used quite a bit, so let's cache it here var power = GetProducibleBuilding(baseBuilder.Info.PowerTypes, 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 (powerManager != null && powerManager.ExcessPower < minimumExcessPower) { if (power != null && power.TraitInfos <PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0) { AIUtils.BotDebug("{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 (!baseBuilder.HasAdequateRefineryCount) { var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings); if (refinery != null && HasSufficientPowerForActor(refinery)) { AIUtils.BotDebug("{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 (baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold) { var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings); if (production != null && HasSufficientPowerForActor(production)) { AIUtils.BotDebug("{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 == WaterCheck.EnoughWater && baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold && AIUtils.IsAreaAvailable <GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes)) { var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { AIUtils.BotDebug("{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(baseBuilder.Info.SiloTypes, buildableThings); if (silo != null && HasSufficientPowerForActor(silo)) { AIUtils.BotDebug("{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 baseBuilder.Info.BuildingFractions.Shuffle(world.LocalRandom)) { var name = frac.Key; // Does this building have initial delay, if so have we passed it? if (baseBuilder.Info.BuildingDelays != null && baseBuilder.Info.BuildingDelays.ContainsKey(name) && baseBuilder.Info.BuildingDelays[name] > world.WorldTick) { continue; } // 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 * 100 > frac.Value * playerBuildings.Length) { continue; } if (baseBuilder.Info.BuildingLimits.ContainsKey(name) && baseBuilder.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 (baseBuilder.Info.NavalProductionTypes.Contains(name) && (waterState == WaterCheck.NotEnoughWater || !AIUtils.IsAreaAvailable <GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))) { continue; } // Will this put us into low power? var actor = world.Map.Rules.Actors[name]; if (powerManager != null && (powerManager.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 (powerManager.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); }
void QueueCaptureOrders(IBot bot) { if (player.WinState != WinState.Undefined) { return; } var newUnits = world.ActorsHavingTrait <Captures>() .Where(a => a.Owner == player && !a.IsDead && a.IsInWorld); if (!newUnits.Any()) { return; } var capturers = newUnits .Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name)) .Select(a => new TraitPair <CaptureManager>(a, a.TraitOrDefault <CaptureManager>())) .Where(tp => tp.Trait != null); if (!capturers.Any()) { return; } var baseCenter = world.Map.CenterOfCell(initialBaseCenter); if (world.LocalRandom.Next(100) < Info.PriorityCaptureChance) { var priorityTargets = world.Actors.Where(a => !a.IsDead && a.IsInWorld && Info.CapturableStances.HasRelationship(player.RelationshipWith(a.Owner)) && Info.PriorityCapturableActorTypes.Contains(a.Info.Name.ToLowerInvariant())); if (Info.CheckCaptureTargetsForVisibility) { priorityTargets = priorityTargets.Where(a => a.CanBeViewedByPlayer(player)); } if (priorityTargets.Any()) { priorityTargets = priorityTargets.OrderBy(a => (a.CenterPosition - baseCenter).LengthSquared); var priorityCaptures = Math.Min(capturers.Count(), priorityTargets.Count()); for (int i = 0; i < priorityCaptures; i++) { var capturer = capturers.First(); var priorityTarget = priorityTargets.First(); var captureManager = priorityTarget.TraitOrDefault <CaptureManager>(); if (captureManager != null && captureManager.CanBeTargetedBy(priorityTarget, capturer.Actor, capturer.Trait)) { var safeTarget = SafePath(capturer.Actor, priorityTarget); if (safeTarget.Type == TargetType.Invalid) { priorityTargets = priorityTargets.Skip(1); capturers = capturers.Skip(1); continue; } bot.QueueOrder(new Order("CaptureActor", capturer.Actor, safeTarget, true)); AIUtils.BotDebug("AI ({0}): Ordered {1} {2} to capture {3} {4} in priority mode.", player.ClientIndex, capturer.Actor, capturer.Actor.ActorID, priorityTarget, priorityTarget.ActorID); } priorityTargets = priorityTargets.Skip(1); capturers = capturers.Skip(1); } if (!capturers.Any()) { return; } } } var randomPlayer = world.Players.Where(p => !p.Spectating && Info.CapturableStances.HasRelationship(player.RelationshipWith(p))).Random(world.LocalRandom); var targetOptions = Info.CheckCaptureTargetsForVisibility ? GetVisibleActorsBelongingToPlayer(randomPlayer) : GetActorsThatCanBeOrderedByPlayer(randomPlayer); var capturableTargetOptions = targetOptions .Where(target => { var captureManager = target.TraitOrDefault <CaptureManager>(); if (captureManager == null) { return(false); } return(capturers.Any(tp => captureManager.CanBeTargetedBy(target, tp.Actor, tp.Trait))); }) .OrderBy(target => (target.CenterPosition - baseCenter).LengthSquared) .Take(maximumCaptureTargetOptions); if (Info.CapturableActorTypes.Any()) { capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant())); } if (!capturableTargetOptions.Any()) { return; } foreach (var capturer in capturers) { var nearestTargetActors = capturableTargetOptions.OrderBy(target => (target.CenterPosition - capturer.Actor.CenterPosition).LengthSquared); foreach (var nearestTargetActor in nearestTargetActors) { var safeTarget = SafePath(capturer.Actor, nearestTargetActor); if (safeTarget.Type == TargetType.Invalid) { continue; } bot.QueueOrder(new Order("CaptureActor", capturer.Actor, safeTarget, true)); AIUtils.BotDebug("AI: Ordered {0} to capture {1}", capturer.Actor, nearestTargetActor); break; } } }
bool TickQueue(IBot bot, ProductionQueue queue) { var currentBuilding = queue.AllQueued().FirstOrDefault(); // Waiting to build something if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) { return(false); } bot.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; CPos? location = null; string orderString = "PlaceBuilding"; // Check if Building is a plug for other Building var actorInfo = world.Map.Rules.Actors[currentBuilding.Item]; var plugInfo = actorInfo.TraitInfoOrDefault <PlugInfo>(); if (plugInfo != null) { var possibleBuilding = world.ActorsWithTrait <Pluggable>().FirstOrDefault(a => a.Actor.Owner == player && a.Trait.AcceptsPlug(a.Actor, plugInfo.Type)); if (possibleBuilding.Actor != null) { orderString = "PlacePlug"; location = possibleBuilding.Actor.Location + possibleBuilding.Trait.Info.Offset; } } else { // Check if Building is a defense and if we should place it towards the enemy or not. if (actorInfo.HasTraitInfo <AttackBaseInfo>() && world.LocalRandom.Next(100) < baseBuilder.Info.PlaceDefenseTowardsEnemyChance) { type = BuildingType.Defense; } else if (baseBuilder.Info.RefineryTypes.Contains(actorInfo.Name)) { type = BuildingType.Refinery; } location = ChooseBuildLocation(currentBuilding.Item, true, type); } if (location == null) { AIUtils.BotDebug("{0} has nowhere to place {1}".F(player, currentBuilding.Item)); bot.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 == baseBuilder.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait <Building>().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait <BaseProvider>().Count(a => a.Owner == player); } } else { failCount = 0; bot.QueueOrder(new Order(orderString, 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); }
void IBotTick.BotTick(IBot bot) { if (--scanForBitsTicks > 0) { return; } scanForBitsTicks = Info.ScanInterval; var bits = world.ActorsHavingTrait <ColonyBit>().ToList(); if (!bits.Any()) { return; } if (Info.CheckTargetsForVisibility) { bits.RemoveAll(c => !c.CanBeViewedByPlayer(player)); } var units = world.ActorsHavingTrait <Mobile>().Where(a => a.Owner == player && a.IsIdle && (Info.IncludedUnitTypes.Contains(a.Info.Name) || (!Info.IncludedUnitTypes.Any() && !Info.ExcludedUnitTypes.Contains(a.Info.Name)))).ToList(); if (!units.Any()) { return; } foreach (var bit in bits) { var bitCollector = units.ClosestTo(bit); if (bitCollector == null) { continue; } if ((bit.Location - bitCollector.Location).Length > maxProximity) { continue; } units.Remove(bitCollector); if (squadManagerBotModule == null) { squadManagerBotModule = bot.Player.PlayerActor.TraitsImplementing <SquadManagerBotModule>().FirstEnabledTraitOrDefault(); } if (squadManagerBotModule != null) { // You got ONE job! var squad = squadManagerBotModule.Squads.FirstOrDefault(s => s.Units.Contains(bitCollector)); if (squad != null) { squad.Units.Remove(bitCollector); } } var target = Target.FromCell(world, bit.Location); AIUtils.BotDebug("AI: Ordering unit {0} to {1} for colony bit pick up.".F(bitCollector, target)); bot.QueueOrder(new Order("Stop", bitCollector, false)); bot.QueueOrder(new Order("Move", bitCollector, target, false)); } }
ActorInfo ChooseBuildingToBuild(BuilderUnit queue) { var buildableThings = queue.BuildableItems(); // This gets used quite a bit, so let's cache it here var power = GetProducibleBuilding(baseBuilder.Info.PowerTypes, buildableThings, a => a.TraitInfos <PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount)); var hq = GetProducibleBuilding(baseBuilder.Info.HQTypes, buildableThings); var water = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings); var barracks = GetProducibleBuilding(baseBuilder.Info.BarracksTypes, buildableThings); var vehicles = GetProducibleBuilding(baseBuilder.Info.VehiclesFactoryTypes, buildableThings); // First priority is to get an HQ if (hq != null && NumBuildingsBuiltBuildingOrOrdered(hq) == 0) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (no HQ)", queue.Actor.Owner, hq.Name); return(hq); } // Second is to get out of a low power situation if (power != null) { if (NumBuildingsBuiltBuildingOrOrdered(power) == 0) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name); return(power); } if (playerPower.ExcessPower < minimumExcessPower && NumBuildingsBuildingOrOrdered(power) == 0) { AIUtils.BotDebug("AI: {0} decided to build {1}: Increase power overhead", queue.Actor.Owner, power.Name); return(power); } } // Next is to build up a strong economy if (water != null) { if (NumBuildingsBuiltBuildingOrOrdered(water) < 2) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (not enough water launch pads)", queue.Actor.Owner, water.Name); return(water); } } if (barracks != null) { if (NumBuildingsBuiltBuildingOrOrdered(barracks) < 1) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (not enough training facilities)", queue.Actor.Owner, barracks.Name); return(barracks); } if (vehicles != null) { if (NumBuildingsBuiltBuildingOrOrdered(vehicles) < 1) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (not enough assembly plants)", queue.Actor.Owner, vehicles.Name); return(vehicles); } } if (NumBuildingsBuiltBuildingOrOrdered(barracks) < 2) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (not enough training facilities)", queue.Actor.Owner, barracks.Name); return(barracks); } if (vehicles != null) { if (NumBuildingsBuiltBuildingOrOrdered(vehicles) < 2) { AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (not enough assembly plants)", queue.Actor.Owner, vehicles.Name); return(vehicles); } } } // Build everything else foreach (var frac in baseBuilder.Info.BuildingFractions.Shuffle(world.LocalRandom)) { var name = frac.Key; // Does this building have initial delay, if so have we passed it? if (baseBuilder.Info.BuildingDelays != null && baseBuilder.Info.BuildingDelays.ContainsKey(name) && baseBuilder.Info.BuildingDelays[name] > world.WorldTick) { continue; } // 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 * 100 > frac.Value * playerBuildings.Length) { continue; } // TODO: This is a DR hack if (baseBuilder.Info.BuildingAliases.ContainsKey(name)) { var aliases = baseBuilder.Info.BuildingAliases[name]; if (playerBuildings.Count(a => aliases.Contains(a.Info.Name)) >= baseBuilder.Info.BuildingLimits[name]) { continue; } } if (baseBuilder.Info.BuildingLimits.ContainsKey(name) && baseBuilder.Info.BuildingLimits[name] <= count) { continue; } var actor = world.Map.Rules.Actors[name]; // Do we already have one under construction or ordered? if (NumBuildingsBuildingOrOrdered(actor) > 0) { continue; } // Will this put us into low power? 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); }
void IBotTick.BotTick(IBot bot) { 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("{0} couldn't find powerDecision for {1}", player.PlayerName, sp.Info.OrderName); continue; } var attackLocation = FindCoarseAttackLocationToSupportPower(sp); if (attackLocation == null) { AIUtils.BotDebug("{0} can't find suitable coarse attack location for support power {1}. Delaying rescan.", player.PlayerName, sp.Info.OrderName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; } // Found a target location, check for precise target attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation); if (attackLocation == null) { AIUtils.BotDebug("{0} can't find suitable final attack location for support power {1}. Delaying rescan.", player.PlayerName, sp.Info.OrderName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; } // Valid target found, delay by a few ticks to avoid rescanning before power fires via order AIUtils.BotDebug("{0} found new target location {1} for support power {2}.", player.PlayerName, attackLocation, sp.Info.OrderName); waitingPowers[sp] += 10; // Note: SelectDirectionalTarget uses uint.MaxValue in ExtraData to indicate that the player did not pick a direction. bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true, ExtraData = uint.MaxValue }); } } // Remove stale powers stalePowers.AddRange(waitingPowers.Keys.Where(wp => !supportPowerManager.Powers.ContainsKey(wp.Key))); foreach (var p in stalePowers) { waitingPowers.Remove(p); } stalePowers.Clear(); }
void QueueCaptureOrders(IBot bot) { if (!Info.CapturingActorTypes.Any() || player.WinState != WinState.Undefined) { return; } activeCapturers.RemoveAll(unitCannotBeOrderedOrIsIdle); var newUnits = world.ActorsHavingTrait <IPositionable>() .Where(a => a.Owner == player && !activeCapturers.Contains(a)); var capturers = newUnits .Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name) && a.Info.HasTraitInfo <CapturesInfo>()) .Select(a => new TraitPair <CaptureManager>(a, a.TraitOrDefault <CaptureManager>())) .Where(tp => tp.Trait != null) .ToArray(); if (capturers.Length == 0) { return; } var randomPlayer = world.Players.Where(p => !p.Spectating && Info.CapturableStances.HasStance(player.RelationshipWith(p))).Random(world.LocalRandom); var targetOptions = Info.CheckCaptureTargetsForVisibility ? GetVisibleActorsBelongingToPlayer(randomPlayer) : GetActorsThatCanBeOrderedByPlayer(randomPlayer); var capturableTargetOptions = targetOptions .Where(target => { var captureManager = target.TraitOrDefault <CaptureManager>(); if (captureManager == null) { return(false); } return(capturers.Any(tp => captureManager.CanBeTargetedBy(target, tp.Actor, tp.Trait))); }) .OrderByDescending(target => target.GetSellValue()) .Take(maximumCaptureTargetOptions); if (Info.CapturableActorTypes.Any()) { capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant())); } if (!capturableTargetOptions.Any()) { return; } foreach (var capturer in capturers) { var nearestTargetActors = capturableTargetOptions.OrderBy(target => (target.CenterPosition - capturer.Actor.CenterPosition).LengthSquared); foreach (var nearestTargetActor in nearestTargetActors) { if (activeCapturers.Contains(capturer.Actor)) { continue; } var safeTarget = SafePath(capturer.Actor, nearestTargetActor); if (safeTarget.Type == TargetType.Invalid) { continue; } bot.QueueOrder(new Order("CaptureActor", capturer.Actor, safeTarget, true)); AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", player.ClientIndex, capturer.Actor, nearestTargetActor); activeCapturers.Add(capturer.Actor); } } }
bool TickQueue(IBot bot, ProductionQueue queue) { var currentBuilding = queue.AllQueued().FirstOrDefault(); // Waiting to build something if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) { return(false); } bot.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 (baseBuilder.Info.RefineryTypes.Contains(world.Map.Rules.Actors[currentBuilding.Item].Name)) { type = BuildingType.Refinery; } var location = ChooseBuildLocation(currentBuilding.Item, true, type); if (location == null) { AIUtils.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item)); bot.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 == baseBuilder.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait <Building>().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait <BaseProvider>().Count(a => a.Owner == player); } } else { failCount = 0; bot.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); }
bool TickQueue(IBot bot, ProductionQueue queue) { if (queue.Actor.World.Actors.Any(actor => { if (actor.Owner != queue.Actor.Owner) { return(false); } var buildable = actor.Info.TraitInfoOrDefault <BuildableInfo>(); if (buildable == null || !buildable.Queue.Contains(queue.Info.Type)) { return(false); } var withSpriteBody = actor.TraitOrDefault <WithSpriteBody>(); if (withSpriteBody == null || !withSpriteBody.DefaultAnimation.CurrentSequence.Name.StartsWith("make")) { return(false); } return(true); })) { return(true); } var choosenBuilding = ChooseBuildingToBuild(queue); if (choosenBuilding == null) { return(true); } var currentBuilding = queue.AllQueued().FirstOrDefault(item => item.Item == choosenBuilding.Name); if (currentBuilding == null) { return(true); } // Waiting to build something if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts) { var item = ChooseBuildingToBuild(queue); if (item == null) { return(false); } bot.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; // Check if Building is a defense and if we should place it towards the enemy or not. if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo <AttackBaseInfo>() && world.LocalRandom.Next(100) < baseBuilder.Info.PlaceDefenseTowardsEnemyChance) { type = BuildingType.Defense; } else if (baseBuilder.Info.RefineryTypes.Contains(world.Map.Rules.Actors[currentBuilding.Item].Name)) { type = BuildingType.Refinery; } var location = ChooseBuildLocation(currentBuilding.Item, true, type); if (location == null) { AIUtils.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item)); bot.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 == baseBuilder.Info.MaximumFailedPlacementAttempts) { cachedBuildings = world.ActorsHavingTrait <Building>().Count(a => a.Owner == player); cachedBases = world.ActorsHavingTrait <BaseProvider>().Count(a => a.Owner == player); } } else { failCount = 0; bot.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); }