Extract a HarvesterManager from HackyAI

This takes action when AI harvesters don't find ore near the base or became idle for some other reason.
This commit is contained in:
reaperrr
2018-03-08 20:24:15 +01:00
parent 82867b6c3a
commit 5276636598
3 changed files with 105 additions and 68 deletions

View File

@@ -0,0 +1,98 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
class AIHarvesterManager
{
readonly HackyAI ai;
readonly World world;
readonly IPathFinder pathfinder;
readonly DomainIndex domainIndex;
readonly ResourceLayer resLayer;
readonly ResourceClaimLayer claimLayer;
public AIHarvesterManager(HackyAI ai, Player p)
{
this.ai = ai;
world = p.World;
pathfinder = world.WorldActor.Trait<IPathFinder>();
domainIndex = world.WorldActor.Trait<DomainIndex>();
resLayer = world.WorldActor.TraitOrDefault<ResourceLayer>();
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
}
CPos FindNextResource(Actor actor, Harvester harv)
{
var mobileInfo = actor.Info.TraitInfo<MobileInfo>();
var passable = (uint)mobileInfo.GetMovementClass(world.Map.Rules.TileSet);
Func<CPos, bool> isValidResource = cell =>
domainIndex.IsPassable(actor.Location, cell, mobileInfo, passable) &&
harv.CanHarvestCell(actor, cell) &&
claimLayer.CanClaimCell(actor, cell);
var path = pathfinder.FindPath(
PathSearch.Search(world, mobileInfo, actor, true, isValidResource)
.WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), ai.Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, ai.Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
.FromPoint(actor.Location));
if (path.Count == 0)
return CPos.Zero;
return path[0];
}
public void Tick(List<Actor> activeUnits)
{
if (resLayer == null || resLayer.IsResourceLayerEmpty)
return;
// Find idle harvesters and give them orders:
foreach (var harvester in activeUnits)
{
var harv = harvester.TraitOrDefault<Harvester>();
if (harv == null)
continue;
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);
HackyAI.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
ai.QueueOrder(new Order("Harvest", harvester, Target.FromCell(world, newSafeResourcePatch), false));
}
}
}
}

View File

@@ -265,11 +265,6 @@ namespace OpenRA.Mods.Common.AI
public List<Squad> Squads = new List<Squad>();
public Player Player { get; private set; }
readonly DomainIndex domainIndex;
readonly ResourceLayer resLayer;
readonly ResourceClaimLayer claimLayer;
readonly IPathFinder pathfinder;
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
@@ -284,6 +279,8 @@ namespace OpenRA.Mods.Common.AI
BitArray resourceTypeIndices;
AIHarvesterManager harvManager;
List<BaseBuilder> builders = new List<BaseBuilder>();
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
@@ -314,11 +311,6 @@ namespace OpenRA.Mods.Common.AI
if (World.Type == WorldType.Editor)
return;
domainIndex = World.WorldActor.Trait<DomainIndex>();
resLayer = World.WorldActor.TraitOrDefault<ResourceLayer>();
claimLayer = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
pathfinder = World.WorldActor.Trait<IPathFinder>();
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
@@ -348,6 +340,8 @@ namespace OpenRA.Mods.Common.AI
playerResource = p.PlayerActor.Trait<PlayerResources>();
frozenLayer = p.PlayerActor.Trait<FrozenActorLayer>();
harvManager = new AIHarvesterManager(this, p);
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
foreach (var defense in Info.DefenseQueues)
@@ -626,8 +620,7 @@ namespace OpenRA.Mods.Common.AI
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
if (resLayer != null && !resLayer.IsResourceLayerEmpty)
GiveOrdersToIdleHarvesters();
harvManager.Tick(activeUnits);
FindNewUnits(self);
InitializeBase(self, true);
}
@@ -748,59 +741,6 @@ namespace OpenRA.Mods.Common.AI
return targets.MinByOrDefault(target => (target.Actor.CenterPosition - capturer.CenterPosition).LengthSquared);
}
CPos FindNextResource(Actor actor, Harvester harv)
{
var mobileInfo = actor.Info.TraitInfo<MobileInfo>();
var passable = (uint)mobileInfo.GetMovementClass(World.Map.Rules.TileSet);
Func<CPos, bool> isValidResource = cell =>
domainIndex.IsPassable(actor.Location, cell, mobileInfo, passable) &&
harv.CanHarvestCell(actor, cell) &&
claimLayer.CanClaimCell(actor, cell);
var path = pathfinder.FindPath(
PathSearch.Search(World, mobileInfo, actor, true, isValidResource)
.WithCustomCost(loc => World.FindActorsInCircle(World.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (World.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
.FromPoint(actor.Location));
if (path.Count == 0)
return CPos.Zero;
return path[0];
}
void GiveOrdersToIdleHarvesters()
{
// Find idle harvesters and give them orders:
foreach (var harvester in activeUnits)
{
var harv = harvester.TraitOrDefault<Harvester>();
if (harv == null)
continue;
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);
BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
QueueOrder(new Order("Harvest", harvester, Target.FromCell(World, newSafeResourcePatch), false));
}
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsHavingTrait<IPositionable>()
@@ -809,9 +749,7 @@ namespace OpenRA.Mods.Common.AI
foreach (var a in newUnits)
{
if (a.Info.HasTraitInfo<HarvesterInfo>())
QueueOrder(new Order("Harvest", a, false));
else
if (!a.Info.HasTraitInfo<HarvesterInfo>())
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())

View File

@@ -126,6 +126,7 @@
<Compile Include="AI\AttackOrFleeFuzzy.cs" />
<Compile Include="AI\BaseBuilder.cs" />
<Compile Include="AI\HackyAI.cs" />
<Compile Include="AI\AIHarvesterManager.cs" />
<Compile Include="AI\Squad.cs" />
<Compile Include="AI\StateMachine.cs" />
<Compile Include="AI\States\AirStates.cs" />