Files
OpenRA/OpenRA.Mods.Common/Traits/Harvester.cs
RoosterDragon 5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00

421 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Collections.ObjectModel;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class HarvesterInfo : ConditionalTraitInfo, 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 BaleLoadDelay = 4;
[Desc("How fast it can dump it's carryage.")]
public readonly int BaleUnloadDelay = 4;
[Desc("How many bales can it dump at once.")]
public readonly int BaleUnloadAmount = 1;
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 SearchFromHarvesterRadius = 12;
[Desc("Interval to wait between searches when there are no resources nearby.")]
public readonly int WaitDuration = 25;
[Desc("Find a new refinery to unload at if more than this many harvesters are already waiting.")]
public readonly int MaxUnloadQueue = 3;
[Desc("The pathfinding cost penalty applied for each harvester waiting to unload at a refinery.")]
public readonly int UnloadQueueCostModifier = 12;
[Desc("The pathfinding cost penalty applied for cells directly away from the refinery.")]
public readonly int ResourceRefineryDirectionPenalty = 200;
[Desc("Does the unit queue harvesting runs instead of individual harvest actions?")]
public readonly bool QueueFullLoad = false;
[GrantedConditionReference]
[Desc("Condition to grant while empty.")]
public readonly string EmptyCondition = null;
[VoiceReference]
public readonly string HarvestVoice = "Action";
[VoiceReference]
public readonly string DeliverVoice = "Action";
[Desc("Color to use for the target line of harvest orders.")]
public readonly Color HarvestLineColor = Color.Crimson;
[Desc("Color to use for the target line of harvest orders.")]
public readonly Color DeliverLineColor = Color.Green;
[CursorReference]
[Desc("Cursor to display when able to unload at target actor.")]
public readonly string EnterCursor = "enter";
[CursorReference]
[Desc("Cursor to display when unable to unload at target actor.")]
public readonly string EnterBlockedCursor = "enter-blocked";
[CursorReference]
[Desc("Cursor to display when ordering to harvest resources.")]
public readonly string HarvestCursor = "harvest";
public override object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
}
public class Harvester : ConditionalTrait<HarvesterInfo>, IIssueOrder, IResolveOrder, IOrderVoice,
ISpeedModifier, ISync, INotifyCreated
{
public readonly IReadOnlyDictionary<string, int> Contents;
readonly Mobile mobile;
readonly IResourceLayer resourceLayer;
readonly ResourceClaimLayer claimLayer;
readonly Dictionary<string, int> contents = new Dictionary<string, int>();
int conditionToken = Actor.InvalidConditionToken;
[Sync]
public Actor LastLinkedProc = null;
[Sync]
public Actor LinkedProc = null;
[Sync]
int currentUnloadTicks;
[Sync]
public int ContentHash
{
get
{
var value = 0;
foreach (var c in contents)
value += c.Value << c.Key.Length;
return value;
}
}
public Harvester(Actor self, HarvesterInfo info)
: base(info)
{
Contents = new ReadOnlyDictionary<string, int>(contents);
mobile = self.Trait<Mobile>();
resourceLayer = self.World.WorldActor.Trait<IResourceLayer>();
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
}
protected override void Created(Actor self)
{
UpdateCondition(self);
// Note: This is queued in a FrameEndTask because otherwise the activity is dropped/overridden while moving out of a factory.
if (Info.SearchOnCreation)
self.World.AddFrameEndTask(w => self.QueueActivity(new FindAndDeliverResources(self)));
base.Created(self);
}
public void LinkProc(Actor proc)
{
LinkedProc = proc;
}
public void UnlinkProc(Actor self, Actor proc)
{
if (LinkedProc == proc)
ChooseNewProc(self, proc);
}
public void ChooseNewProc(Actor self, Actor ignore)
{
LastLinkedProc = null;
LinkProc(ClosestProc(self, ignore));
}
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 refineries = 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()
}).ToLookup(r => r.Location);
// Start a search from each refinery's delivery location:
var path = mobile.PathFinder.FindPathToTargetCell(
self, refineries.Select(r => r.Key), self.Location, BlockedByActor.None,
location =>
{
if (!refineries.Contains(location))
return 0;
var occupancy = refineries[location].First().Occupancy;
// Too many harvesters clogs up the refinery's delivery location:
if (occupancy >= Info.MaxUnloadQueue)
return PathGraph.PathCostForInvalidPath;
// Prefer refineries with less occupancy (multiplier is to offset distance cost):
return occupancy * Info.UnloadQueueCostModifier;
});
if (path.Count > 0)
return refineries[path.Last()].First().Actor;
return null;
}
public bool IsFull => contents.Values.Sum() == Info.Capacity;
public bool IsEmpty => contents.Values.Sum() == 0;
public int Fullness => contents.Values.Sum() * 100 / Info.Capacity;
void UpdateCondition(Actor self)
{
if (string.IsNullOrEmpty(Info.EmptyCondition))
return;
var enabled = IsEmpty;
if (enabled && conditionToken == Actor.InvalidConditionToken)
conditionToken = self.GrantCondition(Info.EmptyCondition);
else if (!enabled && conditionToken != Actor.InvalidConditionToken)
conditionToken = self.RevokeCondition(conditionToken);
}
public void AcceptResource(Actor self, string resourceType)
{
if (!contents.ContainsKey(resourceType))
contents[resourceType] = 1;
else
contents[resourceType]++;
UpdateCondition(self);
}
// Returns true when unloading is complete
public virtual bool TickUnload(Actor self, Actor proc)
{
// Wait until the next bale is ready
if (--currentUnloadTicks > 0)
return false;
if (contents.Keys.Count > 0)
{
var acceptResources = proc.Trait<IAcceptResources>();
foreach (var c in contents)
{
var resourceType = c.Key;
var count = Math.Min(c.Value, Info.BaleUnloadAmount);
var accepted = acceptResources.AcceptResources(resourceType, count);
if (accepted == 0)
continue;
contents[resourceType] -= accepted;
if (contents[resourceType] <= 0)
contents.Remove(resourceType);
currentUnloadTicks = Info.BaleUnloadDelay;
UpdateCondition(self);
return false;
}
}
return contents.Count == 0;
}
public bool CanHarvestCell(CPos cell)
{
// Resources only exist in the ground layer
if (cell.Layer != 0)
return false;
var resourceType = resourceLayer.GetResource(cell).Type;
if (resourceType == null)
return false;
// Can the harvester collect this kind of resource?
return Info.Resources.Contains(resourceType);
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
if (IsTraitDisabled)
yield break;
yield return new EnterAlliedActorTargeter<IAcceptResourcesInfo>(
"Deliver",
5,
Info.EnterCursor,
Info.EnterBlockedCursor,
(proc, _) => IsAcceptableProcType(proc),
proc => proc.Trait<IAcceptResources>().AllowDocking);
yield return new HarvestOrderTargeter();
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == "Deliver" || order.OrderID == "Harvest")
return new Order(order.OrderID, self, target, queued);
return null;
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString == "Harvest")
return Info.HarvestVoice;
if (order.OrderString == "Deliver" && !IsEmpty)
return Info.DeliverVoice;
return null;
}
void IResolveOrder.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(null);
CPos loc;
if (order.Target.Type != TargetType.Invalid)
{
// Find the nearest claimable cell to the order location (useful for group-select harvest):
var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
loc = mobile.NearestCell(cell, p => mobile.CanEnterCell(p) && claimLayer.TryClaimCell(self, p), 1, 6);
}
else
{
// A bot order gives us a CPos.Zero TargetLocation.
loc = self.Location;
}
// FindResources takes care of calling INotifyHarvesterAction
self.QueueActivity(order.Queued, new FindAndDeliverResources(self, loc));
self.ShowTargetLines();
}
else if (order.OrderString == "Deliver")
{
// Deliver orders are only valid for own/allied actors,
// which are guaranteed to never be frozen.
if (order.Target.Type != TargetType.Actor)
return;
var targetActor = order.Target.Actor;
var iao = targetActor.TraitOrDefault<IAcceptResources>();
if (iao == null || !iao.AllowDocking || !IsAcceptableProcType(targetActor))
return;
self.QueueActivity(order.Queued, new FindAndDeliverResources(self, targetActor));
self.ShowTargetLines();
}
}
int ISpeedModifier.GetSpeedModifier()
{
return 100 - (100 - Info.FullyLoadedSpeed) * contents.Values.Sum() / Info.Capacity;
}
protected override void TraitDisabled(Actor self)
{
LastLinkedProc = null;
LinkedProc = null;
contents.Clear();
if (conditionToken != Actor.InvalidConditionToken)
conditionToken = self.RevokeCondition(conditionToken);
}
class HarvestOrderTargeter : IOrderTargeter
{
public string OrderID => "Harvest";
public int OrderPriority => 10;
public bool IsQueued { get; protected set; }
public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers) { return true; }
public bool CanTarget(Actor self, in Target target, 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 info = self.Info.TraitInfo<HarvesterInfo>();
var res = self.World.WorldActor.TraitsImplementing<IResourceRenderer>()
.Select(r => r.GetRenderedResourceType(location))
.FirstOrDefault(r => r != null && info.Resources.Contains(r));
if (res == null)
return false;
cursor = info.HarvestCursor;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
return true;
}
}
}
}