#region Copyright & License Information /* * Copyright 2007-2020 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 { class HarvesterTraitWrapper { public readonly Actor Actor; public readonly Harvester Harvester; public readonly Parachutable Parachutable; public readonly Locomotor Locomotor; public HarvesterTraitWrapper(Actor actor) { Actor = actor; Harvester = actor.Trait(); Parachutable = actor.TraitOrDefault(); var mobile = actor.Trait(); Locomotor = mobile.Locomotor; } } readonly World world; readonly Player player; readonly Func unitCannotBeOrdered; readonly Dictionary harvesters = new Dictionary(); IPathFinder pathfinder; DomainIndex domainIndex; ResourceLayer resLayer; 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) { 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; 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 => a.Owner == player && !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) { var act = h.Key.CurrentActivity as FindAndDeliverResources; // Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity if (act == null || !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 {0} is idle. Ordering to {1} in search for new resources.".F(h.Key, newSafeResourcePatch)); bot.QueueOrder(new Order("Harvest", h.Key, 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); } } Target FindNextResource(Actor actor, HarvesterTraitWrapper harv) { Func isValidResource = cell => domainIndex.IsPassable(actor.Location, cell, harv.Locomotor) && harv.Harvester.CanHarvestCell(actor, cell) && claimLayer.CanClaimCell(actor, cell); var path = pathfinder.FindPath( PathSearch.Search(world, harv.Locomotor, actor, BlockedByActor.Stationary, isValidResource) .WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius) .Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == PlayerRelationship.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 Target.Invalid; return Target.FromCell(world, path[0]); } } }