Files
OpenRA/OpenRA.Mods.Common/Traits/Harvester.cs

487 lines
14 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class HarvesterInfo : ITraitInfo, Requires<MobileInfo>
{
public readonly HashSet<string> DeliveryBuildings = new HashSet<string>();
[Desc("How long (in ticks) to wait until (re-)checking for a nearby available DeliveryBuilding if not yet linked to one.")]
public readonly int SearchForDeliveryBuildingDelay = 125;
[Desc("Cell to move to when automatically unblocking DeliveryBuilding.")]
public readonly CVec UnblockCell = new CVec(0, 4);
[Desc("How much resources it can carry.")]
public readonly int Capacity = 28;
public readonly int LoadTicksPerBale = 4;
[Desc("How fast it can dump it's carryage.")]
public readonly int UnloadTicksPerBale = 4;
[Desc("How many squares to show the fill level.")]
public readonly int PipCount = 7;
public readonly int HarvestFacings = 0;
[Desc("Which resources it can harvest.")]
public readonly HashSet<string> Resources = new HashSet<string>();
[Desc("Percentage of maximum speed when fully loaded.")]
public readonly int FullyLoadedSpeed = 85;
[Desc("Automatically scan for resources when created.")]
public readonly bool SearchOnCreation = true;
[Desc("Initial search radius (in cells) from the refinery that created us.")]
public readonly int SearchFromProcRadius = 24;
[Desc("Search radius (in cells) from the last harvest order location to find more resources.")]
public readonly int SearchFromOrderRadius = 12;
[Desc("Maximum duration of being idle before queueing a Wait activity.")]
public readonly int MaxIdleDuration = 25;
[Desc("Duration to wait before becoming idle again.")]
public readonly int WaitDuration = 25;
[VoiceReference] public readonly string HarvestVoice = "Action";
[VoiceReference] public readonly string DeliverVoice = "Action";
public object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
}
public class Harvester : IIssueOrder, IResolveOrder, IPips,
IExplodeModifier, IOrderVoice, ISpeedModifier, ISync, INotifyCreated,
INotifyResourceClaimLost, INotifyIdle, INotifyBlockingMove, INotifyBuildComplete
{
public readonly HarvesterInfo Info;
readonly Mobile mobile;
Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
bool idleSmart = true;
[Sync] public Actor OwnerLinkedProc = null;
[Sync] public Actor LastLinkedProc = null;
[Sync] public Actor LinkedProc = null;
[Sync] int currentUnloadTicks;
public CPos? LastHarvestedCell = null;
public CPos? LastOrderLocation = null;
[Sync]
public int ContentValue
{
get
{
var value = 0;
foreach (var c in contents)
value += c.Key.ValuePerUnit * c.Value;
return value;
}
}
public Harvester(Actor self, HarvesterInfo info)
{
Info = info;
mobile = self.Trait<Mobile>();
self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null)));
}
public void Created(Actor self)
{
if (Info.SearchOnCreation)
self.QueueActivity(new FindResources(self));
}
public void BuildingComplete(Actor self)
{
if (Info.SearchOnCreation)
self.QueueActivity(new FindResources(self));
}
public void SetProcLines(Actor proc)
{
if (proc == null) return;
if (proc.Disposed) return;
var linkedHarvs = proc.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == proc)
.Select(a => Target.FromActor(a))
.ToList();
proc.SetTargetLines(linkedHarvs, Color.Gold);
}
public void LinkProc(Actor self, Actor proc)
{
var oldProc = LinkedProc;
LinkedProc = proc;
SetProcLines(oldProc);
SetProcLines(proc);
}
public void UnlinkProc(Actor self, Actor proc)
{
if (LinkedProc == proc)
ChooseNewProc(self, proc);
}
public void ChooseNewProc(Actor self, Actor ignore)
{
LastLinkedProc = null;
LinkProc(self, ClosestProc(self, ignore));
}
public void ContinueHarvesting(Actor self)
{
// Move out of the refinery dock and continue harvesting:
UnblockRefinery(self);
self.QueueActivity(new FindResources(self));
}
bool IsAcceptableProcType(Actor proc)
{
return Info.DeliveryBuildings.Count == 0 ||
Info.DeliveryBuildings.Contains(proc.Info.Name);
}
public Actor ClosestProc(Actor self, Actor ignore)
{
// Find all refineries and their occupancy count:
var refs = self.World.ActorsWithTrait<IAcceptResources>()
.Where(r => r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor))
.Select(r => new {
Location = r.Actor.Location + r.Trait.DeliveryOffset,
Actor = r.Actor,
Occupancy = self.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == r.Actor).Count() })
.ToDictionary(r => r.Location);
// Start a search from each refinery's delivery location:
List<CPos> path;
var mi = self.Info.TraitInfo<MobileInfo>();
using (var search = PathSearch.FromPoints(self.World, mi, self, refs.Values.Select(r => r.Location), self.Location, false)
.WithCustomCost(loc =>
{
if (!refs.ContainsKey(loc))
return 0;
var occupancy = refs[loc].Occupancy;
// 4 harvesters clogs up the refinery's delivery location:
if (occupancy >= 3)
return Constants.InvalidNode;
// Prefer refineries with less occupancy (multiplier is to offset distance cost):
return occupancy * 12;
}))
path = self.World.WorldActor.Trait<IPathFinder>().FindPath(search);
if (path.Count != 0)
return refs[path.Last()].Actor;
return null;
}
public bool IsFull { get { return contents.Values.Sum() == Info.Capacity; } }
public bool IsEmpty { get { return contents.Values.Sum() == 0; } }
public int Fullness { get { return contents.Values.Sum() * 100 / Info.Capacity; } }
public void AcceptResource(ResourceType type)
{
if (!contents.ContainsKey(type.Info)) contents[type.Info] = 1;
else contents[type.Info]++;
}
public void UnblockRefinery(Actor self)
{
// Check that we're not in a critical location and being useless (refinery drop-off):
var lastproc = LastLinkedProc ?? LinkedProc;
if (lastproc != null && !lastproc.Disposed)
{
var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptResources>().DeliveryOffset;
if (self.Location == deliveryLoc)
{
// Get out of the way:
var unblockCell = LastHarvestedCell ?? (deliveryLoc + Info.UnblockCell);
var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
self.QueueActivity(mobile.MoveTo(moveTo, 1));
self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Gray, false);
}
}
}
public void OnNotifyBlockingMove(Actor self, Actor blocking)
{
// I'm blocking someone else from moving to my location:
var act = self.GetCurrentActivity();
// If I'm just waiting around then get out of the way:
if (act is Wait)
{
self.CancelActivity();
var cell = self.Location;
var moveTo = mobile.NearestMoveableCell(cell, 2, 5);
self.QueueActivity(mobile.MoveTo(moveTo, 0));
self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Gray, false);
// Find more resources but not at this location:
self.QueueActivity(new FindResources(self, cell));
}
}
int idleDuration;
public void TickIdle(Actor self)
{
// Should we be intelligent while idle?
if (!idleSmart) return;
// Are we not empty? Deliver resources:
if (!IsEmpty)
{
self.QueueActivity(new DeliverResources(self));
return;
}
UnblockRefinery(self);
idleDuration += 1;
// Wait a bit before queueing Wait activity
if (idleDuration > Info.MaxIdleDuration)
{
idleDuration = 0;
// Wait for a bit before becoming idle again:
self.QueueActivity(new Wait(Info.WaitDuration));
}
}
// Returns true when unloading is complete
public bool TickUnload(Actor self, Actor proc)
{
// Wait until the next bale is ready
if (--currentUnloadTicks > 0)
return false;
if (contents.Keys.Count > 0)
{
var type = contents.First().Key;
var iao = proc.Trait<IAcceptResources>();
if (!iao.CanGiveResource(type.ValuePerUnit))
return false;
iao.GiveResource(type.ValuePerUnit);
if (--contents[type] == 0)
contents.Remove(type);
currentUnloadTicks = Info.UnloadTicksPerBale;
}
return contents.Count == 0;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<IAcceptResourcesInfo>("Deliver", 5,
proc => IsAcceptableProcType(proc),
proc => !IsEmpty && proc.Trait<IAcceptResources>().AllowDocking);
yield return new HarvestOrderTargeter();
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Deliver")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
if (order.OrderID == "Harvest")
return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
return null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString == "Harvest")
return Info.HarvestVoice;
if (order.OrderString == "Deliver" && !IsEmpty)
return Info.DeliverVoice;
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Harvest")
{
// NOTE: An explicit harvest order allows the harvester to decide which refinery to deliver to.
LinkProc(self, OwnerLinkedProc = null);
idleSmart = true;
self.CancelActivity();
CPos? loc;
if (order.TargetLocation != CPos.Zero)
{
loc = order.TargetLocation;
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
if (territory != null)
{
// Find the nearest claimable cell to the order location (useful for group-select harvest):
loc = mobile.NearestCell(loc.Value, p => mobile.CanEnterCell(p) && territory.ClaimResource(self, p), 1, 6);
}
else
{
// Find the nearest cell to the order location (useful for group-select harvest):
var taken = new HashSet<CPos>();
loc = mobile.NearestCell(loc.Value, p => mobile.CanEnterCell(p) && taken.Add(p), 1, 6);
}
}
else
{
// A bot order gives us a CPos.Zero TargetLocation.
loc = self.Location;
}
var next = new FindResources(self);
self.QueueActivity(next);
self.SetTargetLine(Target.FromCell(self.World, loc.Value), Color.Red);
var notify = self.TraitsImplementing<INotifyHarvesterAction>();
foreach (var n in notify)
n.MovingToResources(self, loc.Value, next);
LastOrderLocation = loc;
// This prevents harvesters returning to an empty patch when the player orders them to a new patch:
LastHarvestedCell = LastOrderLocation;
}
else if (order.OrderString == "Deliver")
{
// NOTE: An explicit deliver order forces the harvester to always deliver to this refinery.
var iao = order.TargetActor.TraitOrDefault<IAcceptResources>();
if (iao == null || !iao.AllowDocking || !IsAcceptableProcType(order.TargetActor))
return;
if (order.TargetActor != OwnerLinkedProc)
LinkProc(self, OwnerLinkedProc = order.TargetActor);
if (IsEmpty)
return;
idleSmart = true;
self.SetTargetLine(Target.FromOrder(self.World, order), Color.Green);
self.CancelActivity();
var next = new DeliverResources(self);
self.QueueActivity(next);
var notify = self.TraitsImplementing<INotifyHarvesterAction>();
foreach (var n in notify)
n.MovingToRefinery(self, order.TargetLocation, next);
}
else if (order.OrderString == "Stop" || order.OrderString == "Move")
{
var notify = self.TraitsImplementing<INotifyHarvesterAction>();
foreach (var n in notify)
n.MovementCancelled(self);
// Turn off idle smarts to obey the stop/move:
idleSmart = false;
}
}
public void OnNotifyResourceClaimLost(Actor self, ResourceClaim claim, Actor claimer)
{
if (self == claimer) return;
// Our claim on a resource was stolen, find more unclaimed resources:
self.CancelActivity();
self.QueueActivity(new FindResources(self));
}
PipType GetPipAt(int i)
{
var n = i * Info.Capacity / Info.PipCount;
foreach (var rt in contents)
if (n < rt.Value)
return rt.Key.PipColor;
else
n -= rt.Value;
return PipType.Transparent;
}
public IEnumerable<PipType> GetPips(Actor self)
{
var numPips = Info.PipCount;
for (var i = 0; i < numPips; i++)
yield return GetPipAt(i);
}
public bool ShouldExplode(Actor self) { return !IsEmpty; }
public int GetSpeedModifier()
{
return 100 - (100 - Info.FullyLoadedSpeed) * contents.Values.Sum() / Info.Capacity;
}
class HarvestOrderTargeter : IOrderTargeter
{
public string OrderID { get { return "Harvest"; } }
public int OrderPriority { get { return 10; } }
public bool IsQueued { get; protected set; }
public bool OverrideSelection { get { return true; } }
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
{
if (target.Type != TargetType.Terrain)
return false;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
var location = self.World.Map.CellContaining(target.CenterPosition);
// Don't leak info about resources under the shroud
if (!self.Owner.Shroud.IsExplored(location))
return false;
var res = self.World.WorldActor.Trait<ResourceLayer>().GetRenderedResource(location);
var info = self.Info.TraitInfo<HarvesterInfo>();
if (res == null || !info.Resources.Contains(res.Info.Name))
return false;
cursor = "harvest";
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
return true;
}
}
}
}