Rework harvester automation.
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235
OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs
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235
OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class FindAndDeliverResources : Activity
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{
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readonly Harvester harv;
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readonly HarvesterInfo harvInfo;
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readonly Mobile mobile;
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readonly LocomotorInfo locomotorInfo;
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readonly ResourceClaimLayer claimLayer;
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readonly IPathFinder pathFinder;
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readonly DomainIndex domainIndex;
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readonly Actor deliverActor;
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CPos? orderLocation;
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bool hasDeliveredLoad;
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bool hasHarvestedCell;
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bool hasWaited;
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public FindAndDeliverResources(Actor self, Actor deliverActor = null)
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{
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harv = self.Trait<Harvester>();
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harvInfo = self.Info.TraitInfo<HarvesterInfo>();
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mobile = self.Trait<Mobile>();
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locomotorInfo = mobile.Info.LocomotorInfo;
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claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
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pathFinder = self.World.WorldActor.Trait<IPathFinder>();
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domainIndex = self.World.WorldActor.Trait<DomainIndex>();
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this.deliverActor = deliverActor;
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}
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public FindAndDeliverResources(Actor self, CPos orderLocation)
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: this(self, null)
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{
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this.orderLocation = orderLocation;
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}
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protected override void OnFirstRun(Actor self)
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{
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// If an explicit "harvest" order is given, direct the harvester to the ordered location instead of
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// the previous harvested cell for the initial search.
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if (orderLocation != null)
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{
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harv.LastHarvestedCell = orderLocation;
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// If two "harvest" orders are issued consecutively, we deliver the load first if needed.
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// We have to make sure the actual "harvest" order is not skipped if a third order is queued,
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// so we keep deliveredLoad false.
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if (harv.IsFull)
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QueueChild(self, new DeliverResources(self), true);
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}
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// If an explicit "deliver" order is given, the harvester goes immediately to the refinery.
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if (deliverActor != null)
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{
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QueueChild(self, new DeliverResources(self, deliverActor), true);
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hasDeliveredLoad = true;
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}
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}
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public override Activity Tick(Actor self)
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{
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if (ChildActivity != null)
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{
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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if (ChildActivity != null)
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return this;
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}
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if (IsCanceling)
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return NextActivity;
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if (NextActivity != null)
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{
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// Interrupt automated harvesting after clearing the first cell.
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if (!harvInfo.QueueFullLoad && (hasHarvestedCell || harv.LastSearchFailed))
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return NextActivity;
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// Interrupt automated harvesting after first complete harvest cycle.
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if (hasDeliveredLoad || harv.IsFull)
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return NextActivity;
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}
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// Are we full or have nothing more to gather? Deliver resources.
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if (harv.IsFull || (!harv.IsEmpty && harv.LastSearchFailed))
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{
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QueueChild(self, new DeliverResources(self), true);
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hasDeliveredLoad = true;
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return this;
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}
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// After a failed search, wait and sit still for a bit before searching again.
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if (harv.LastSearchFailed && !hasWaited)
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{
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QueueChild(self, new Wait(harv.Info.WaitDuration), true);
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hasWaited = true;
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return this;
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}
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var closestHarvestableCell = ClosestHarvestablePos(self);
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// If no resources are found near the current field, search near the refinery instead.
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// If that doesn't help, give up for now.
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if (!closestHarvestableCell.HasValue)
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{
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if (harv.LastHarvestedCell != null)
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{
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harv.LastHarvestedCell = null; // Forces search from backup position.
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closestHarvestableCell = ClosestHarvestablePos(self);
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harv.LastSearchFailed = !closestHarvestableCell.HasValue;
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}
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else
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harv.LastSearchFailed = true;
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}
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if (harv.LastSearchFailed)
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{
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// If no harvestable position could be found and we are at the refinery, get out of the way
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// of the refinery entrance.
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var lastproc = harv.LastLinkedProc ?? harv.LinkedProc;
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if (lastproc != null && !lastproc.Disposed)
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{
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var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptResources>().DeliveryOffset;
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if (self.Location == deliveryLoc && harv.IsEmpty)
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{
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// Get out of the way:
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var unblockCell = deliveryLoc + harv.Info.UnblockCell;
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var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
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self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Green, false);
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QueueChild(self, mobile.MoveTo(moveTo, 1), true);
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}
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}
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return this;
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}
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// Attempt to claim the target cell
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if (!claimLayer.TryClaimCell(self, closestHarvestableCell.Value))
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{
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QueueChild(self, new Wait(25), true);
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return this;
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}
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harv.LastSearchFailed = false;
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foreach (var n in self.TraitsImplementing<INotifyHarvesterAction>())
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n.MovingToResources(self, closestHarvestableCell.Value, new FindAndDeliverResources(self));
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self.SetTargetLine(Target.FromCell(self.World, closestHarvestableCell.Value), Color.Red, false);
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QueueChild(self, mobile.MoveTo(closestHarvestableCell.Value, 1), true);
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QueueChild(self, new HarvestResource(self));
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hasHarvestedCell = true;
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return this;
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}
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/// <summary>
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/// Finds the closest harvestable pos between the current position of the harvester
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/// and the last order location
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/// </summary>
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CPos? ClosestHarvestablePos(Actor self)
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{
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// Harvesters should respect an explicit harvest order instead of harvesting the current cell.
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if (orderLocation == null)
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{
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if (harv.CanHarvestCell(self, self.Location) && claimLayer.CanClaimCell(self, self.Location))
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return self.Location;
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}
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else
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{
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if (harv.CanHarvestCell(self, orderLocation.Value) && claimLayer.CanClaimCell(self, orderLocation.Value))
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return orderLocation;
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orderLocation = null;
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}
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// Determine where to search from and how far to search:
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var searchFromLoc = harv.LastHarvestedCell ?? GetSearchFromLocation(self);
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var searchRadius = harv.LastHarvestedCell.HasValue ? harvInfo.SearchFromOrderRadius : harvInfo.SearchFromProcRadius;
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var searchRadiusSquared = searchRadius * searchRadius;
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// Find any harvestable resources:
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List<CPos> path;
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using (var search = PathSearch.Search(self.World, locomotorInfo, self, true, loc =>
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domainIndex.IsPassable(self.Location, loc, locomotorInfo) && harv.CanHarvestCell(self, loc) && claimLayer.CanClaimCell(self, loc))
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.WithCustomCost(loc =>
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{
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if ((loc - searchFromLoc).LengthSquared > searchRadiusSquared)
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return int.MaxValue;
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return 0;
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})
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.FromPoint(searchFromLoc)
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.FromPoint(self.Location))
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path = pathFinder.FindPath(search);
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if (path.Count > 0)
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return path[0];
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return null;
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return Target.FromCell(self.World, self.Location);
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}
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CPos GetSearchFromLocation(Actor self)
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{
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if (harv.LastLinkedProc != null)
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return harv.LastLinkedProc.Location + harv.LastLinkedProc.Trait<IAcceptResources>().DeliveryOffset;
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if (harv.LinkedProc != null)
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return harv.LinkedProc.Location + harv.LinkedProc.Trait<IAcceptResources>().DeliveryOffset;
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return self.Location;
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}
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}
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}
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