Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/HarvesterBotModule.cs
RoosterDragon 2ab3917f29 Clean up usage of DomainIndex
- When a path search is being performed the path search will not attempt route to inaccessible cells, so domain index checks to avoid inaccessible cells in the search predicate are redundant and can be removed.
- DomainIndex is a required world trait, so we don't need to use TraitOrDefault and therefore can avoid dealing with the null case.
2022-01-30 16:22:26 +01:00

165 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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<string> HarvesterTypes = new HashSet<string>();
[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
public readonly HashSet<string> RefineryTypes = new HashSet<string>();
[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<HarvesterBotModuleInfo>, 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<Harvester>();
Parachutable = actor.TraitOrDefault<Parachutable>();
var mobile = actor.Trait<Mobile>();
Locomotor = mobile.Locomotor;
}
}
readonly World world;
readonly Player player;
readonly Func<Actor, bool> unitCannotBeOrdered;
readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new Dictionary<Actor, HarvesterTraitWrapper>();
IPathFinder pathfinder;
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<IBotRequestUnitProduction>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
pathfinder = world.WorldActor.Trait<IPathFinder>();
resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
// 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<Harvester>().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)
{
// 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.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<CPos, bool> isValidResource = cell =>
harv.Harvester.CanHarvestCell(actor, cell) &&
claimLayer.CanClaimCell(actor, cell);
List<CPos> path;
using (var search =
PathSearch.ToTargetCellByPredicate(
world, harv.Locomotor, 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))))
path = pathfinder.FindPath(search);
if (path.Count == 0)
return Target.Invalid;
return Target.FromCell(world, path[0]);
}
}
}