void IBotTick.BotTick(IBot bot)
        {
            if (firstTick)
            {
                DeployMcvs(bot, false);
                firstTick = false;
            }

            if (--scanInterval <= 0)
            {
                scanInterval = Info.ScanForNewMcvInterval;
                DeployMcvs(bot, true);

                // No construction yards - Build a new MCV
                if (ShouldBuildMCV())
                {
                    var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
                    if (unitBuilder != null)
                    {
                        var mcvInfo = AIUtils.GetInfoByCommonName(Info.McvTypes, player);
                        if (unitBuilder.RequestedProductionCount(bot, mcvInfo.Name) == 0)
                        {
                            unitBuilder.RequestUnitProduction(bot, mcvInfo.Name);
                        }
                    }
                }
            }
        }
Пример #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);
                }
            }
        }
        Target FindNextResource(Actor actor, MinerTraitWrapper miner)
        {
            var towerInfo    = AIUtils.GetInfoByCommonName(Info.DeployedActorTypes, player);
            var buildingInfo = towerInfo.TraitInfo <BuildingInfo>();
            Func <CPos, bool> isValidResource = cell =>
                                                domainIndex.IsPassable(actor.Location, cell, miner.Locomotor.Info) &&
                                                Info.DeployableTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type) &&
                                                miner.Locomotor.CanStayInCell(cell) &&
                                                world.CanPlaceBuilding(cell + miner.Transforms.Info.Offset, towerInfo, buildingInfo, actor);

            var path = pathfinder.FindPath(
                PathSearch.Search(world, miner.Locomotor, actor, BlockedByActor.Stationary, isValidResource)
                .WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.EnemyAvoidanceRadius)
                                .Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
                                .Sum(u => Math.Max(WDist.Zero.Length, Info.EnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
                .FromPoint(actor.Location));

            if (path.Count == 0)
            {
                return(Target.Invalid);
            }

            return(Target.FromCell(world, path[0]));
        }
Пример #4
0
        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 (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);
                }
            }
        }