158 lines
6.0 KiB
C#
158 lines
6.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[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.")]
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public class HarvesterBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
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"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> HarvesterTypes = new();
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[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> RefineryTypes = new();
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[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
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public readonly int ScanForIdleHarvestersInterval = 50;
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[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
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public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
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public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); }
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}
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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 Mobile Mobile;
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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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Mobile = actor.Trait<Mobile>();
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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 Func<Actor, bool> unitCannotBeOrdered;
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readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new();
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IResourceLayer resourceLayer;
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ResourceClaimLayer claimLayer;
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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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: base(info)
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{
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world = self.World;
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player = self.Owner;
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unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
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}
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protected override void Created(Actor self)
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{
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requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
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}
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protected override void TraitEnabled(Actor self)
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{
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resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
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claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
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scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval, Info.ScanForIdleHarvestersInterval * 2);
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}
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void IBotTick.BotTick(IBot bot)
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{
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if (resourceLayer == null || resourceLayer.IsEmpty)
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return;
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if (--scanForIdleHarvestersTicks > 0)
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return;
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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 => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a));
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foreach (var a in newHarvesters)
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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 h in harvesters)
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{
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if (!h.Key.IsIdle)
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{
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// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
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if (h.Key.CurrentActivity is not FindAndDeliverResources act || !act.LastSearchFailed)
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continue;
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}
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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(h.Key, h.Value);
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AIUtils.BotDebug($"AI: Harvester {h.Key} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
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bot.QueueOrder(new Order("Harvest", h.Key, newSafeResourcePatch, false));
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}
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// Less harvesters than refineries - build a new harvester
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var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault();
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if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
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{
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var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player);
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var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player);
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if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0)
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unitBuilder.RequestUnitProduction(bot, harvInfo.Name);
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}
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}
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Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
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{
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bool IsValidResource(CPos cell) =>
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harv.Harvester.CanHarvestCell(cell) &&
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claimLayer.CanClaimCell(actor, cell);
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var path = harv.Mobile.PathFinder.FindPathToTargetCellByPredicate(
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actor, new[] { actor.Location }, IsValidResource, BlockedByActor.Stationary,
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loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
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.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.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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if (path.Count == 0)
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return Target.Invalid;
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return Target.FromCell(world, path[0]);
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}
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}
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}
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