Files
OpenRA/OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs
RoosterDragon 2ed0656d1b Introduce MoveCooldownHelper to prevent lag spikes from failed pathfinding
Several activities that queue child Move activities can get into a bad scenario where the actor is pathfinding and then gets stuck because the destination is unreachable. When the Move activity then completes, then parent activity sees it has yet to reach the destination and tries to move again. However, the actor is still blocked in the same spot as before and thus the movment finishes immediately. This causes a performance death spiral where the actor attempts to pathfind every tick. The pathfinding attempt can also be very expensive if it must exhaustively check the whole map to determine no route is possible.

In order to prevent blocked actors from running into this scenario, we introduce MoveCooldownHelper. In its default setup it allows the parent activity to bail out if the actor was blocked during a pathfinding attempt. This means the activity will be dropped rather than trying to move endlessly. It also has an option to allow retrying if pathfinding was blocked, but applies a cooldown to avoid the performance penalty. For activities such as Enter, this means the actors will still try and enter their target if it is unreachable, but will only attempt once a second now rather than every tick.

MoveAdjacentTo will now cancel if it fails to reach the destination. This fixes MoveOntoAndTurn to skip the Turn if the move didn't reach the intended destination. Any other derived classes will similarly benefit from skipping follow-up actions.
2024-07-01 15:56:11 +03:00

264 lines
8.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FindAndDeliverResources : Activity
{
readonly Harvester harv;
readonly HarvesterInfo harvInfo;
readonly Mobile mobile;
readonly ResourceClaimLayer claimLayer;
readonly MoveCooldownHelper moveCooldownHelper;
CPos? orderLocation;
CPos? lastHarvestedCell;
bool hasDeliveredLoad;
bool hasHarvestedCell;
bool hasWaited;
public bool LastSearchFailed { get; private set; }
public FindAndDeliverResources(Actor self, CPos? orderLocation = null)
{
harv = self.Trait<Harvester>();
harvInfo = self.Info.TraitInfo<HarvesterInfo>();
mobile = self.Trait<Mobile>();
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
moveCooldownHelper = new MoveCooldownHelper(self.World, mobile) { RetryIfDestinationBlocked = true };
if (orderLocation.HasValue)
this.orderLocation = orderLocation.Value;
}
protected override void OnFirstRun(Actor self)
{
// If an explicit "harvest" order is given, direct the harvester to the ordered location instead of
// the previous harvested cell for the initial search.
if (orderLocation != null)
{
lastHarvestedCell = orderLocation;
// If two "harvest" orders are issued consecutively, we deliver the load first if needed.
// We have to make sure the actual "harvest" order is not skipped if a third order is queued,
// so we keep deliveredLoad false.
if (harv.IsFull)
QueueChild(new MoveToDock(self));
}
}
public override bool Tick(Actor self)
{
if (IsCanceling || harv.IsTraitDisabled)
return true;
if (NextActivity != null)
{
// Interrupt automated harvesting after clearing the first cell.
if (!harvInfo.QueueFullLoad && (hasHarvestedCell || LastSearchFailed))
return true;
// Interrupt automated harvesting after first complete harvest cycle.
if (hasDeliveredLoad || harv.IsFull)
return true;
}
// Are we full or have nothing more to gather? Deliver resources.
if (harv.IsFull || (!harv.IsEmpty && LastSearchFailed))
{
// If we are reserved it means docking was already initiated and we should wait.
if (harv.DockClientManager.ReservedHost != null)
return false;
QueueChild(new MoveToDock(self));
hasDeliveredLoad = true;
}
// After a failed search, wait and sit still for a bit before searching again.
if (LastSearchFailed && !hasWaited)
{
QueueChild(new Wait(harv.Info.WaitDuration));
hasWaited = true;
return false;
}
hasWaited = false;
// Scan for resources. If no resources are found near the current field, search near the refinery
// instead. If that doesn't help, give up for now.
var closestHarvestableCell = ClosestHarvestablePos(self);
if (!closestHarvestableCell.HasValue)
{
if (lastHarvestedCell != null)
{
lastHarvestedCell = null; // Forces search from backup position.
closestHarvestableCell = ClosestHarvestablePos(self);
LastSearchFailed = !closestHarvestableCell.HasValue;
}
else
LastSearchFailed = true;
}
else
LastSearchFailed = false;
var result = moveCooldownHelper.Tick(false);
if (result != null)
return result.Value;
// If no harvestable position could be found and we are at the refinery, get out of the way
// of the refinery entrance.
if (LastSearchFailed)
{
var lastproc = harv.DockClientManager?.LastReservedHost;
if (lastproc != null)
{
var deliveryLoc = self.World.Map.CellContaining(lastproc.DockPosition);
if (self.Location == deliveryLoc && harv.IsEmpty)
{
var unblockCell = deliveryLoc + harv.Info.UnblockCell;
var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
moveCooldownHelper.NotifyMoveQueued();
QueueChild(mobile.MoveTo(moveTo, 1));
}
}
return false;
}
// If we get here, our search for resources was successful. Commence harvesting.
moveCooldownHelper.NotifyMoveQueued();
QueueChild(new HarvestResource(self, closestHarvestableCell.Value));
lastHarvestedCell = closestHarvestableCell.Value;
hasHarvestedCell = true;
return false;
}
/// <summary>
/// Finds the closest harvestable pos between the current position of the harvester
/// and the last order location.
/// </summary>
CPos? ClosestHarvestablePos(Actor self)
{
// Harvesters should respect an explicit harvest order instead of harvesting the current cell.
if (orderLocation == null)
{
if (harv.CanHarvestCell(self.Location) && claimLayer.CanClaimCell(self, self.Location))
return self.Location;
}
else
{
if (harv.CanHarvestCell(orderLocation.Value) && claimLayer.CanClaimCell(self, orderLocation.Value))
return orderLocation;
orderLocation = null;
}
// Determine where to search from and how far to search:
// Prioritise search by these locations in this order: lastHarvestedCell -> lastLinkedDock -> self.
CPos searchFromLoc;
int searchRadius;
WPos? dockPos = null;
if (lastHarvestedCell.HasValue)
{
searchRadius = harvInfo.SearchFromHarvesterRadius;
searchFromLoc = lastHarvestedCell.Value;
}
else
{
searchRadius = harvInfo.SearchFromProcRadius;
var dock = harv.DockClientManager?.LastReservedHost;
if (dock != null)
{
dockPos = dock.DockPosition;
searchFromLoc = self.World.Map.CellContaining(dockPos.Value);
}
else
searchFromLoc = self.Location;
}
var searchRadiusSquared = searchRadius * searchRadius;
var map = self.World.Map;
var harvPos = self.CenterPosition;
// Find any harvestable resources:
var path = mobile.PathFinder.FindPathToTargetCellByPredicate(
self,
new[] { searchFromLoc, self.Location },
loc =>
harv.CanHarvestCell(loc) &&
claimLayer.CanClaimCell(self, loc),
BlockedByActor.Stationary,
loc =>
{
if ((loc - searchFromLoc).LengthSquared > searchRadiusSquared)
return PathGraph.PathCostForInvalidPath;
// Add a cost modifier to harvestable cells to prefer resources that are closer to the refinery.
// This reduces the tendency for harvesters to move in straight lines
if (dockPos.HasValue && harvInfo.ResourceRefineryDirectionPenalty > 0 && harv.CanHarvestCell(loc))
{
var pos = map.CenterOfCell(loc);
// Calculate harv-cell-refinery angle (cosine rule)
var b = pos - dockPos.Value;
if (b != WVec.Zero)
{
var c = pos - harvPos;
if (c != WVec.Zero)
{
var a = harvPos - dockPos.Value;
var cosA = (int)(512 * (b.LengthSquared + c.LengthSquared - a.LengthSquared) / b.Length / c.Length);
// Cost modifier varies between 0 and ResourceRefineryDirectionPenalty
return Math.Abs(harvInfo.ResourceRefineryDirectionPenalty / 2) + harvInfo.ResourceRefineryDirectionPenalty * cosA / 2048;
}
}
}
return 0;
});
if (path.Count > 0)
return path[0];
return null;
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return Target.FromCell(self.World, self.Location);
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (ChildActivity != null)
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
if (orderLocation != null)
yield return new TargetLineNode(Target.FromCell(self.World, orderLocation.Value), harvInfo.HarvestLineColor);
else
{
var manager = harv.DockClientManager;
if (manager?.ReservedHostActor != null)
yield return new TargetLineNode(Target.FromActor(manager.ReservedHostActor), manager.DockLineColor);
}
}
}
}