#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.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Put this on the Player actor. Manages bot harvesters to ensure they always continue harvesting as long as there are resources on the map.")] public class HarvesterBotModuleInfo : ConditionalTraitInfo { [Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.", "Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")] public readonly HashSet HarvesterTypes = new HashSet(); [Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")] public readonly HashSet RefineryTypes = new HashSet(); [Desc("Interval (in ticks) between giving out orders to idle harvesters.")] public readonly int ScanForIdleHarvestersInterval = 50; [Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")] public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8); public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); } } public class HarvesterBotModule : ConditionalTrait, IBotTick { readonly World world; readonly Player player; readonly Predicate unitCannotBeOrdered; IBotRequestUnitProduction[] requestUnitProduction; IPathFinder pathfinder; DomainIndex domainIndex; ResourceLayer resLayer; ResourceClaimLayer claimLayer; List harvesters = new List(); int scanForIdleHarvestersTicks; public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info) : base(info) { world = self.World; player = self.Owner; unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld; } protected override void TraitEnabled(Actor self) { requestUnitProduction = player.PlayerActor.TraitsImplementing().ToArray(); pathfinder = world.WorldActor.Trait(); domainIndex = world.WorldActor.Trait(); resLayer = world.WorldActor.TraitOrDefault(); claimLayer = world.WorldActor.TraitOrDefault(); scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; } void IBotTick.BotTick(IBot bot) { if (resLayer == null || resLayer.IsResourceLayerEmpty) return; if (--scanForIdleHarvestersTicks > 0) return; harvesters.RemoveAll(unitCannotBeOrdered); scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; // Find new harvesters // TODO: Look for a more performance-friendly way to update this list var newHarvesters = world.ActorsHavingTrait().Where(a => a.Owner == player && !harvesters.Contains(a)); foreach (var a in newHarvesters) harvesters.Add(a); // Find idle harvesters and give them orders: foreach (var harvester in harvesters) { var harv = harvester.Trait(); 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(); if (para != null && para.IsInAir) continue; // Tell the idle harvester to quit slacking: var newSafeResourcePatch = FindNextResource(harvester, harv); AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch)); bot.QueueOrder(new Order("Harvest", harvester, Target.FromCell(world, newSafeResourcePatch), false)); } // Less harvesters than refineries - build a new harvester var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled); if (unitBuilder != null && Info.HarvesterTypes.Any()) { var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player); var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player); if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0) unitBuilder.RequestUnitProduction(bot, harvInfo.Name); } } CPos FindNextResource(Actor actor, Harvester harv) { var locomotorInfo = actor.Info.TraitInfo().LocomotorInfo; Func isValidResource = cell => domainIndex.IsPassable(actor.Location, cell, locomotorInfo) && harv.CanHarvestCell(actor, cell) && claimLayer.CanClaimCell(actor, cell); var path = pathfinder.FindPath( PathSearch.Search(world, locomotorInfo, 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]; } } }