Remove unnecessary trait queries from HarvesterBotModule
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@@ -39,15 +39,32 @@ namespace OpenRA.Mods.Common.Traits
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public class HarvesterBotModule : ConditionalTrait<HarvesterBotModuleInfo>, IBotTick
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{
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class HarvesterTraitWrapper
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{
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public readonly Actor Actor;
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public readonly Harvester Harvester;
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public readonly Parachutable Parachutable;
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public readonly LocomotorInfo LocomotorInfo;
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public HarvesterTraitWrapper(Actor actor)
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{
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Actor = actor;
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Harvester = actor.Trait<Harvester>();
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Parachutable = actor.TraitOrDefault<Parachutable>();
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LocomotorInfo = actor.Info.TraitInfo<MobileInfo>().LocomotorInfo;
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}
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}
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readonly World world;
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readonly Player player;
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readonly Predicate<Actor> unitCannotBeOrdered;
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IBotRequestUnitProduction[] requestUnitProduction;
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readonly Func<Actor, bool> unitCannotBeOrdered;
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readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new Dictionary<Actor, HarvesterTraitWrapper>();
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IPathFinder pathfinder;
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DomainIndex domainIndex;
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ResourceLayer resLayer;
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ResourceClaimLayer claimLayer;
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List<Actor> harvesters = new List<Actor>();
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IBotRequestUnitProduction[] requestUnitProduction;
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int scanForIdleHarvestersTicks;
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public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info)
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@@ -76,37 +93,38 @@ namespace OpenRA.Mods.Common.Traits
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if (--scanForIdleHarvestersTicks > 0)
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return;
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harvesters.RemoveAll(unitCannotBeOrdered);
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var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
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foreach (var a in toRemove)
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harvesters.Remove(a);
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scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
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// Find new harvesters
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// TODO: Look for a more performance-friendly way to update this list
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var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => a.Owner == player && !harvesters.Contains(a));
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var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => a.Owner == player && !harvesters.ContainsKey(a));
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foreach (var a in newHarvesters)
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harvesters.Add(a);
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harvesters[a] = new HarvesterTraitWrapper(a);
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// Find idle harvesters and give them orders:
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foreach (var harvester in harvesters)
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foreach (var h in harvesters)
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{
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var harv = harvester.Trait<Harvester>();
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if (!harv.IsEmpty)
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if (!h.Value.Harvester.IsEmpty)
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continue;
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if (!harvester.IsIdle)
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if (!h.Key.IsIdle)
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{
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var act = harvester.CurrentActivity;
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if (!harv.LastSearchFailed || act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources))
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var act = h.Key.CurrentActivity;
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if (!h.Value.Harvester.LastSearchFailed || act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources))
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continue;
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}
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var para = harvester.TraitOrDefault<Parachutable>();
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if (para != null && para.IsInAir)
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if (h.Value.Parachutable != null && h.Value.Parachutable.IsInAir)
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continue;
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// Tell the idle harvester to quit slacking:
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var newSafeResourcePatch = FindNextResource(harvester, harv);
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AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
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bot.QueueOrder(new Order("Harvest", harvester, Target.FromCell(world, newSafeResourcePatch), false));
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var newSafeResourcePatch = FindNextResource(h.Key, h.Value);
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AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(h.Key, newSafeResourcePatch));
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bot.QueueOrder(new Order("Harvest", h.Key, Target.FromCell(world, newSafeResourcePatch), false));
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}
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// Less harvesters than refineries - build a new harvester
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@@ -120,17 +138,15 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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CPos FindNextResource(Actor actor, Harvester harv)
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CPos FindNextResource(Actor actor, HarvesterTraitWrapper harv)
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{
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var locomotorInfo = actor.Info.TraitInfo<MobileInfo>().LocomotorInfo;
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Func<CPos, bool> isValidResource = cell =>
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domainIndex.IsPassable(actor.Location, cell, locomotorInfo) &&
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harv.CanHarvestCell(actor, cell) &&
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domainIndex.IsPassable(actor.Location, cell, harv.LocomotorInfo) &&
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harv.Harvester.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, locomotorInfo, actor, true, isValidResource)
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PathSearch.Search(world, harv.LocomotorInfo, 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 && 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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