Move refinery and harvester logic to Mods.Common;
Remove unused interface IAcceptOreDockAction
This commit is contained in:
476
OpenRA.Mods.Common/Traits/Harvester.cs
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476
OpenRA.Mods.Common/Traits/Harvester.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class HarvesterInfo : ITraitInfo
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{
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public readonly string[] DeliveryBuildings = { };
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[Desc("How much resources it can carry.")]
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public readonly int Capacity = 28;
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public readonly int LoadTicksPerBale = 4;
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[Desc("How fast it can dump it's carryage.")]
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public readonly int UnloadTicksPerBale = 4;
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[Desc("How many squares to show the fill level.")]
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public readonly int PipCount = 7;
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public readonly int HarvestFacings = 0;
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[Desc("Which resources it can harvest.")]
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public readonly string[] Resources = { };
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[Desc("Percentage of maximum speed when fully loaded.")]
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public readonly int FullyLoadedSpeed = 85;
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[Desc("Initial search radius (in cells) from the refinery that created us.")]
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public readonly int SearchFromProcRadius = 24;
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[Desc("Search radius (in cells) from the last harvest order location to find more resources.")]
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public readonly int SearchFromOrderRadius = 12;
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public object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
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}
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public class Harvester : IIssueOrder, IResolveOrder, IPips,
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IExplodeModifier, IOrderVoice, ISpeedModifier, ISync,
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INotifyResourceClaimLost, INotifyIdle, INotifyBlockingMove
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{
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readonly HarvesterInfo info;
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Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
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[Sync] public Actor OwnerLinkedProc = null;
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[Sync] public Actor LastLinkedProc = null;
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[Sync] public Actor LinkedProc = null;
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[Sync] int currentUnloadTicks;
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public CPos? LastHarvestedCell = null;
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public CPos? LastOrderLocation = null;
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[Sync] public int ContentValue { get { return contents.Sum(c => c.Key.ValuePerUnit * c.Value); } }
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bool idleSmart = true;
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public Harvester(Actor self, HarvesterInfo info)
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{
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this.info = info;
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self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null)));
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}
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public void SetProcLines(Actor proc)
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{
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if (proc == null) return;
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if (proc.Destroyed) return;
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var linkedHarvs = proc.World.ActorsWithTrait<Harvester>()
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.Where(a => a.Trait.LinkedProc == proc)
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.Select(a => Target.FromActor(a.Actor))
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.ToList();
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proc.SetTargetLines(linkedHarvs, Color.Gold);
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}
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public void LinkProc(Actor self, Actor proc)
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{
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var oldProc = LinkedProc;
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LinkedProc = proc;
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SetProcLines(oldProc);
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SetProcLines(proc);
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}
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public void UnlinkProc(Actor self, Actor proc)
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{
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if (LinkedProc == proc)
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ChooseNewProc(self, proc);
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}
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public void ChooseNewProc(Actor self, Actor ignore)
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{
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LastLinkedProc = null;
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LinkProc(self, ClosestProc(self, ignore));
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}
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public void ContinueHarvesting(Actor self)
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{
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// Move out of the refinery dock and continue harvesting:
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UnblockRefinery(self);
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self.QueueActivity(new FindResources());
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}
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bool IsAcceptableProcType(Actor proc)
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{
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return info.DeliveryBuildings.Length == 0 ||
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info.DeliveryBuildings.Contains(proc.Info.Name);
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}
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Actor ClosestProc(Actor self, Actor ignore)
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{
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// Find all refineries and their occupancy count:
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var refs = (
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from r in self.World.ActorsWithTrait<IAcceptResources>()
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where r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor)
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let linkedHarvs = self.World.ActorsWithTrait<Harvester>().Where(a => a.Trait.LinkedProc == r.Actor).Count()
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select new { Location = r.Actor.Location + r.Trait.DeliveryOffset, Actor = r.Actor, Occupancy = linkedHarvs }).ToDictionary(r => r.Location);
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// Start a search from each refinery's delivery location:
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var mi = self.Info.Traits.Get<MobileInfo>();
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var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.FromPoints(self.World, mi, self, refs.Values.Select(r => r.Location), self.Location, false)
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.WithCustomCost((loc) =>
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{
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if (!refs.ContainsKey(loc)) return 0;
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var occupancy = refs[loc].Occupancy;
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// 4 harvesters clogs up the refinery's delivery location:
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if (occupancy >= 3) return int.MaxValue;
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// Prefer refineries with less occupancy (multiplier is to offset distance cost):
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return occupancy * 12;
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}));
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if (path.Count != 0)
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return refs[path.Last()].Actor;
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return null;
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}
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public bool IsFull { get { return contents.Values.Sum() == info.Capacity; } }
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public bool IsEmpty { get { return contents.Values.Sum() == 0; } }
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public int Fullness { get { return contents.Values.Sum() * 100 / info.Capacity; } }
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public void AcceptResource(ResourceType type)
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{
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if (!contents.ContainsKey(type.Info)) contents[type.Info] = 1;
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else contents[type.Info]++;
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}
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public void UnblockRefinery(Actor self)
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{
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// Check that we're not in a critical location and being useless (refinery drop-off):
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var lastproc = LastLinkedProc ?? LinkedProc;
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if (lastproc != null && !lastproc.Destroyed)
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{
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var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptResources>().DeliveryOffset;
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if (self.Location == deliveryLoc)
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{
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// Get out of the way:
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var mobile = self.Trait<Mobile>();
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var harv = self.Trait<Harvester>();
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var moveTo = harv.LastHarvestedCell ?? (deliveryLoc + new CVec(0, 4));
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self.QueueActivity(mobile.MoveTo(moveTo, 1));
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self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Gray, false);
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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if (territory != null) territory.ClaimResource(self, moveTo);
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var notify = self.TraitsImplementing<INotifyHarvesterAction>();
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var next = new FindResources();
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foreach (var n in notify)
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n.MovingToResources(self, moveTo, next);
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self.QueueActivity(new FindResources());
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return;
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}
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}
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}
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public void OnNotifyBlockingMove(Actor self, Actor blocking)
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{
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// I'm blocking someone else from moving to my location:
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var act = self.GetCurrentActivity();
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// If I'm just waiting around then get out of the way:
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if (act is Wait)
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{
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self.CancelActivity();
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var mobile = self.Trait<Mobile>();
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var cell = self.Location;
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var moveTo = mobile.NearestMoveableCell(cell, 2, 5);
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self.QueueActivity(mobile.MoveTo(moveTo, 0));
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self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Gray, false);
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// Find more resources but not at this location:
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self.QueueActivity(new FindResources(cell));
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}
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}
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public void TickIdle(Actor self)
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{
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// Should we be intelligent while idle?
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if (!idleSmart) return;
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// Are we not empty? Deliver resources:
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if (!IsEmpty)
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{
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self.QueueActivity(new DeliverResources());
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return;
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}
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UnblockRefinery(self);
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// Wait for a bit before becoming idle again:
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self.QueueActivity(new Wait(10));
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}
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// Returns true when unloading is complete
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public bool TickUnload(Actor self, Actor proc)
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{
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// Wait until the next bale is ready
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if (--currentUnloadTicks > 0)
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return false;
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if (contents.Keys.Count > 0)
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{
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var type = contents.First().Key;
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var iao = proc.Trait<IAcceptResources>();
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if (!iao.CanGiveResource(type.ValuePerUnit))
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return false;
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iao.GiveResource(type.ValuePerUnit);
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if (--contents[type] == 0)
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contents.Remove(type);
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currentUnloadTicks = info.UnloadTicksPerBale;
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}
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return contents.Count == 0;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<IAcceptResources>("Deliver", 5,
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proc => IsAcceptableProcType(proc),
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proc => !IsEmpty && proc.Trait<IAcceptResources>().AllowDocking);
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yield return new HarvestOrderTargeter();
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == "Deliver")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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if (order.OrderID == "Harvest")
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return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
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return null;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Harvest" || (order.OrderString == "Deliver" && !IsEmpty)) ? "Move" : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Harvest")
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{
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// NOTE: An explicit harvest order allows the harvester to decide which refinery to deliver to.
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LinkProc(self, OwnerLinkedProc = null);
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idleSmart = true;
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self.CancelActivity();
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var mobile = self.Trait<Mobile>();
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if (order.TargetLocation != CPos.Zero)
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{
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var loc = order.TargetLocation;
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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if (territory != null)
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{
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// Find the nearest claimable cell to the order location (useful for group-select harvest):
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loc = mobile.NearestCell(loc, p => mobile.CanEnterCell(p) && territory.ClaimResource(self, p), 1, 6);
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}
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else
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{
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// Find the nearest cell to the order location (useful for group-select harvest):
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var taken = new HashSet<CPos>();
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loc = mobile.NearestCell(loc, p => mobile.CanEnterCell(p) && taken.Add(p), 1, 6);
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}
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self.QueueActivity(mobile.MoveTo(loc, 0));
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self.SetTargetLine(Target.FromCell(self.World, loc), Color.Red);
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var notify = self.TraitsImplementing<INotifyHarvesterAction>();
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var next = new FindResources();
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foreach (var n in notify)
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n.MovingToResources(self, loc, next);
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LastOrderLocation = loc;
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}
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else
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{
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// A bot order gives us a CPos.Zero TargetLocation, so find some good resources for him:
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var loc = FindNextResourceForBot(self);
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// No more resources? Oh well.
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if (!loc.HasValue)
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return;
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self.QueueActivity(mobile.MoveTo(loc.Value, 0));
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self.SetTargetLine(Target.FromCell(self.World, loc.Value), Color.Red);
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LastOrderLocation = loc;
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}
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// This prevents harvesters returning to an empty patch when the player orders them to a new patch:
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LastHarvestedCell = LastOrderLocation;
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self.QueueActivity(new FindResources());
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}
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else if (order.OrderString == "Deliver")
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{
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// NOTE: An explicit deliver order forces the harvester to always deliver to this refinery.
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var iao = order.TargetActor.TraitOrDefault<IAcceptResources>();
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if (iao == null || !iao.AllowDocking || !IsAcceptableProcType(order.TargetActor))
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return;
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if (order.TargetActor != OwnerLinkedProc)
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LinkProc(self, OwnerLinkedProc = order.TargetActor);
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if (IsEmpty)
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return;
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idleSmart = true;
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self.SetTargetLine(Target.FromOrder(self.World, order), Color.Green);
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self.CancelActivity();
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self.QueueActivity(new DeliverResources());
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var notify = self.TraitsImplementing<INotifyHarvesterAction>();
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var next = new DeliverResources();
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foreach (var n in notify)
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n.MovingToRefinery(self, order.TargetLocation, next);
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}
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else if (order.OrderString == "Stop" || order.OrderString == "Move")
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{
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var notify = self.TraitsImplementing<INotifyHarvesterAction>();
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foreach (var n in notify)
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n.MovementCancelled(self);
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// Turn off idle smarts to obey the stop/move:
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idleSmart = false;
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}
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}
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static CPos? FindNextResourceForBot(Actor self)
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{
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// NOTE: This is only used for the AI to find the next available resource to harvest.
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var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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var mobileInfo = self.Info.Traits.Get<MobileInfo>();
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var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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// Find any harvestable resources:
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var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.Search(self.World, mobileInfo, self, true)
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.WithHeuristic(loc =>
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{
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// Get the resource at this location:
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var resType = resLayer.GetResource(loc);
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if (resType == null) return 1;
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// Can the harvester collect this kind of resource?
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if (!harvInfo.Resources.Contains(resType.Info.Name)) return 1;
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// Another harvester has claimed this resource:
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if (territory != null)
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{
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ResourceClaim claim;
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if (territory.IsClaimedByAnyoneElse(self, loc, out claim)) return 1;
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}
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return 0;
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})
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.FromPoint(self.Location));
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if (path.Count == 0)
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return (CPos?)null;
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return path[0];
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}
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public void OnNotifyResourceClaimLost(Actor self, ResourceClaim claim, Actor claimer)
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{
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if (self == claimer) return;
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// Our claim on a resource was stolen, find more unclaimed resources:
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self.CancelActivity();
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self.QueueActivity(new FindResources());
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}
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PipType GetPipAt(int i)
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{
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var n = i * info.Capacity / info.PipCount;
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foreach (var rt in contents)
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if (n < rt.Value)
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return rt.Key.PipColor;
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else
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n -= rt.Value;
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return PipType.Transparent;
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}
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public IEnumerable<PipType> GetPips(Actor self)
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{
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var numPips = info.PipCount;
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for (var i = 0; i < numPips; i++)
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yield return GetPipAt(i);
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}
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public bool ShouldExplode(Actor self) { return !IsEmpty; }
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public int GetSpeedModifier()
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{
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return 100 - (100 - info.FullyLoadedSpeed) * contents.Values.Sum() / info.Capacity;
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}
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class HarvestOrderTargeter : IOrderTargeter
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{
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public string OrderID { get { return "Harvest"; } }
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public int OrderPriority { get { return 10; } }
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public bool IsQueued { get; protected set; }
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Terrain)
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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var location = self.World.Map.CellContaining(target.CenterPosition);
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// Don't leak info about resources under the shroud
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if (!self.Owner.Shroud.IsExplored(location))
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return false;
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var res = self.World.WorldActor.Trait<ResourceLayer>().GetRenderedResource(location);
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var info = self.Info.Traits.Get<HarvesterInfo>();
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if (res == null || !info.Resources.Contains(res.Info.Name))
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return false;
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cursor = "harvest";
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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return true;
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}
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}
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}
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}
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Block a user