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fix AI jamming up its base by enforcing 1-cell gaps
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chrisforbes committed Dec 20, 2010
1 parent d66439a commit bd0b3ed
Showing 1 changed file with 27 additions and 1 deletion.
28 changes: 27 additions & 1 deletion OpenRA.Mods.RA/HackyAI.cs
Expand Up @@ -169,6 +169,30 @@ ActorInfo ChooseDefenseToBuild(ProductionQueue queue)
return null; return null;
} }


IEnumerable<int2> Neighbours(int2 c)
{
/* only return 4-neighbors for now, maybe add 8s later. */
yield return c;
yield return new int2(c.X - 1, c.Y);
yield return new int2(c.X + 1, c.Y);
yield return new int2(c.X, c.Y - 1);
yield return new int2(c.X, c.Y + 1);
}

IEnumerable<int2> ExpandFootprint(IEnumerable<int2> cells)
{
var result = new Dictionary<int2, bool>();
foreach (var c in cells.SelectMany(c => Neighbours(c)))
result[c] = true;
return result.Keys;
}

bool NoBuildingsUnder(IEnumerable<int2> cells)
{
var bi = world.WorldActor.Trait<BuildingInfluence>();
return cells.All(c => bi.GetBuildingAt(c) == null);
}

int2? ChooseBuildLocation(ProductionItem item) int2? ChooseBuildLocation(ProductionItem item)
{ {
var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>(); var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
Expand All @@ -177,7 +201,9 @@ ActorInfo ChooseDefenseToBuild(ProductionQueue queue)
foreach (var t in world.FindTilesInCircle(baseCenter, k)) foreach (var t in world.FindTilesInCircle(baseCenter, k))
if (world.CanPlaceBuilding(item.Item, bi, t, null)) if (world.CanPlaceBuilding(item.Item, bi, t, null))
if (bi.IsCloseEnoughToBase(world, p, item.Item, t)) if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
return t; if (NoBuildingsUnder(ExpandFootprint(
FootprintUtils.Tiles( item.Item, bi, t ))))
return t;


return null; // i don't know where to put it. return null; // i don't know where to put it.
} }
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