Rework harvester resource claiming:
* Maintains lists of claims, and only restricts reservations for friendly units. * Removes OnNotifyResourceClaimLost; it's not clear whether that is still useful, and it prevents future necessary cleanups. * Moves other code without changing behaviour. This fixed stale claims from dead units and enemy claims from preventing otherwise valid harvest activities.
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@@ -263,8 +263,7 @@ namespace OpenRA.Mods.Common.AI
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public Player Player { get; private set; }
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readonly DomainIndex domainIndex;
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readonly ResourceLayer resLayer;
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readonly ResourceClaimLayer territory;
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readonly ResourceClaimLayer claimLayer;
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readonly IPathFinder pathfinder;
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readonly Func<Actor, bool> isEnemyUnit;
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@@ -311,8 +310,7 @@ namespace OpenRA.Mods.Common.AI
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return;
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domainIndex = World.WorldActor.Trait<DomainIndex>();
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resLayer = World.WorldActor.Trait<ResourceLayer>();
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territory = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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claimLayer = World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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pathfinder = World.WorldActor.Trait<IPathFinder>();
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isEnemyUnit = unit =>
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@@ -769,19 +767,22 @@ namespace OpenRA.Mods.Common.AI
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return targets.MinByOrDefault(target => (target.Actor.CenterPosition - capturer.CenterPosition).LengthSquared);
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}
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CPos FindNextResource(Actor harvester)
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CPos FindNextResource(Actor actor, Harvester harv)
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{
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var harvInfo = harvester.Info.TraitInfo<HarvesterInfo>();
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var mobileInfo = harvester.Info.TraitInfo<MobileInfo>();
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var mobileInfo = actor.Info.TraitInfo<MobileInfo>();
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var passable = (uint)mobileInfo.GetMovementClass(World.Map.Rules.TileSet);
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Func<CPos, bool> isValidResource = cell =>
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domainIndex.IsPassable(actor.Location, cell, mobileInfo, passable) &&
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harv.CanHarvestCell(actor, cell) &&
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claimLayer.CanClaimCell(actor, cell);
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var path = pathfinder.FindPath(
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PathSearch.Search(World, mobileInfo, harvester, true,
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loc => domainIndex.IsPassable(harvester.Location, loc, mobileInfo, passable) && harvester.CanHarvestAt(loc, resLayer, harvInfo, territory))
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PathSearch.Search(World, mobileInfo, actor, true, isValidResource)
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.WithCustomCost(loc => World.FindActorsInCircle(World.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
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.Where(u => !u.IsDead && harvester.Owner.Stances[u.Owner] == Stance.Enemy)
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.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
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.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (World.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
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.FromPoint(harvester.Location));
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.FromPoint(actor.Location));
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if (path.Count == 0)
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return CPos.Zero;
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@@ -809,7 +810,7 @@ namespace OpenRA.Mods.Common.AI
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continue;
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// Tell the idle harvester to quit slacking:
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var newSafeResourcePatch = FindNextResource(harvester);
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var newSafeResourcePatch = FindNextResource(harvester, harv);
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BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
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QueueOrder(new Order("Harvest", harvester, false) { TargetLocation = newSafeResourcePatch });
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}
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