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.
233 lines
6.6 KiB
C#
233 lines
6.6 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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// Assumes you have Minelayer on that unit
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public class LayMines : Activity
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{
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readonly Minelayer minelayer;
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readonly AmmoPool[] ammoPools;
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readonly IMove movement;
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readonly IMoveInfo moveInfo;
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readonly RearmableInfo rearmableInfo;
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readonly MoveCooldownHelper moveCooldownHelper;
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List<CPos> minefield;
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bool returnToBase;
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Actor rearmTarget;
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bool layingMine;
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public LayMines(Actor self, List<CPos> minefield = null)
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{
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minelayer = self.Trait<Minelayer>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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movement = self.Trait<IMove>();
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moveInfo = self.Info.TraitInfo<IMoveInfo>();
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rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
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moveCooldownHelper = new MoveCooldownHelper(self.World, movement as Mobile) { RetryIfDestinationBlocked = true };
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this.minefield = minefield;
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}
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protected override void OnFirstRun(Actor self)
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{
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minefield ??= new List<CPos> { self.Location };
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}
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CPos? NextValidCell(Actor self)
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{
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if (minefield != null)
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foreach (var c in minefield)
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if (CanLayMine(self, c))
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return c;
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return null;
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}
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public override bool Tick(Actor self)
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{
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returnToBase = false;
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if (IsCanceling)
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{
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if (layingMine)
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foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
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t.MineLayingCanceled(self, self.Location);
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return true;
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}
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if (layingMine)
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{
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layingMine = false;
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if (LayMine(self))
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{
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if (minelayer.Info.AfterLayingDelay > 0)
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QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
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// The tick has to end now, because otherwise a next cell is picked and Move activity is queued (which will change minelayer's location in current tick).
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return false;
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}
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}
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var result = moveCooldownHelper.Tick(false);
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if (result != null)
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return result.Value;
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if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location))
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{
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if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo))
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{
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// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
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rearmTarget = self.World.Actors
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.Where(a =>
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self.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally
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&& rearmableInfo.RearmActors.Contains(a.Info.Name))
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.ClosestToWithPathFrom(self);
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if (rearmTarget == null)
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return true;
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// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
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moveCooldownHelper.NotifyMoveQueued();
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QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
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QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), ignoreActor: rearmTarget));
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QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
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returnToBase = true;
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return false;
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}
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if (!StartLayingMine(self))
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return false;
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if (minelayer.Info.PreLayDelay == 0)
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{
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if (LayMine(self) && minelayer.Info.AfterLayingDelay > 0)
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QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
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}
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else
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{
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layingMine = true;
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QueueChild(new Wait(minelayer.Info.PreLayDelay));
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}
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return false;
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}
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var nextCell = NextValidCell(self);
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if (nextCell != null)
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{
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moveCooldownHelper.NotifyMoveQueued();
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QueueChild(movement.MoveTo(nextCell.Value, 0));
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return false;
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}
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// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
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return true;
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}
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public void CleanMineField(Actor self)
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{
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// Remove cells that have already been mined
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// or that are revealed to be unmineable.
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if (minefield != null)
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{
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var positionable = (IPositionable)movement;
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var mobile = positionable as Mobile;
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minefield.RemoveAll(c => self.World.ActorMap.GetActorsAt(c)
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.Any(a => a.Info.Name == minelayer.Info.Mine.ToLowerInvariant() && a.CanBeViewedByPlayer(self.Owner)) ||
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((!positionable.CanEnterCell(c, null, BlockedByActor.Immovable) || (mobile != null && !mobile.CanStayInCell(c)))
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&& self.Owner.Shroud.IsVisible(c)));
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}
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (returnToBase)
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yield return new TargetLineNode(Target.FromActor(rearmTarget), moveInfo.GetTargetLineColor());
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if (minefield == null || minefield.Count == 0)
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yield break;
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var nextCell = NextValidCell(self);
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if (nextCell != null)
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yield return new TargetLineNode(Target.FromCell(self.World, nextCell.Value), minelayer.Info.TargetLineColor);
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if (minefield.Count > 1)
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foreach (var c in minefield)
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yield return new TargetLineNode(Target.FromCell(self.World, c), minelayer.Info.TargetLineColor, tile: minelayer.Tile);
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}
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static bool CanLayMine(Actor self, CPos p)
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{
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// If there is no unit (other than me) here, we can place a mine here
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return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
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}
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bool StartLayingMine(Actor self)
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{
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if (ammoPools != null)
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{
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
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if (pool == null)
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return false;
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if (pool.CurrentAmmoCount < minelayer.Info.AmmoUsage)
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return false;
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}
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foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
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t.MineLaying(self, self.Location);
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return true;
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}
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bool LayMine(Actor self)
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{
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if (ammoPools != null)
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{
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
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if (pool == null)
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return false;
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if (!pool.TakeAmmo(self, minelayer.Info.AmmoUsage))
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return false;
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}
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minefield.Remove(self.Location);
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self.World.AddFrameEndTask(w =>
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{
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if (!CanLayMine(self, self.Location))
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return;
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var mine = w.CreateActor(minelayer.Info.Mine, new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
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});
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foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
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t.MineLaid(self, mine);
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});
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return true;
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}
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}
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}
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