#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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.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 { class HarvesterTraitWrapper { public readonly Actor Actor; public readonly Harvester Harvester; public readonly Parachutable Parachutable; public readonly Mobile Mobile; public HarvesterTraitWrapper(Actor actor) { Actor = actor; Harvester = actor.Trait(); Parachutable = actor.TraitOrDefault(); Mobile = actor.Trait(); } } readonly World world; readonly Player player; readonly Func unitCannotBeOrdered; readonly Dictionary harvesters = new Dictionary(); IResourceLayer resourceLayer; ResourceClaimLayer claimLayer; IBotRequestUnitProduction[] requestUnitProduction; 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 Created(Actor self) { requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing().ToArray(); } protected override void TraitEnabled(Actor self) { resourceLayer = world.WorldActor.TraitOrDefault(); claimLayer = world.WorldActor.TraitOrDefault(); // Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay. scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval, Info.ScanForIdleHarvestersInterval * 2); } void IBotTick.BotTick(IBot bot) { if (resourceLayer == null || resourceLayer.IsEmpty) return; if (--scanForIdleHarvestersTicks > 0) return; var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList(); foreach (var a in toRemove) harvesters.Remove(a); scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; // Find new harvesters // TODO: Look for a more performance-friendly way to update this list var newHarvesters = world.ActorsHavingTrait().Where(a => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a)); foreach (var a in newHarvesters) harvesters[a] = new HarvesterTraitWrapper(a); // Find idle harvesters and give them orders: foreach (var h in harvesters) { if (!h.Key.IsIdle) { // Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity if (!(h.Key.CurrentActivity is FindAndDeliverResources act) || !act.LastSearchFailed) continue; } if (h.Value.Parachutable != null && h.Value.Parachutable.IsInAir) continue; // Tell the idle harvester to quit slacking: var newSafeResourcePatch = FindNextResource(h.Key, h.Value); AIUtils.BotDebug($"AI: Harvester {h.Key} is idle. Ordering to {newSafeResourcePatch} in search for new resources."); bot.QueueOrder(new Order("Harvest", h.Key, newSafeResourcePatch, false)); } // Less harvesters than refineries - build a new harvester var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault(); if (unitBuilder != null && Info.HarvesterTypes.Count > 0) { 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); } } Target FindNextResource(Actor actor, HarvesterTraitWrapper harv) { bool IsValidResource(CPos cell) => harv.Harvester.CanHarvestCell(cell) && claimLayer.CanClaimCell(actor, cell); var path = harv.Mobile.PathFinder.FindPathToTargetCellByPredicate( actor, new[] { actor.Location }, IsValidResource, BlockedByActor.Stationary, loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius) .Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy) .Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length))); if (path.Count == 0) return Target.Invalid; return Target.FromCell(world, path[0]); } } }