Files
OpenRA/OpenRA.Mods.RA/Harvester.cs
2013-12-06 22:24:07 +13:00

450 lines
13 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class HarvesterInfo : ITraitInfo
{
public readonly int Capacity = 28;
public readonly int LoadTicksPerBale = 4;
public readonly int UnloadTicksPerBale = 4;
public readonly int PipCount = 7;
public readonly int HarvestFacings = 0;
public readonly string[] Resources = { };
public readonly decimal FullyLoadedSpeed = .85m;
/// <summary>
/// Initial search radius (in cells) from the refinery (proc) that created us.
/// </summary>
public readonly int SearchFromProcRadius = 24;
/// <summary>
/// Search radius (in cells) from the last harvest order location to find more resources.
/// </summary>
public readonly int SearchFromOrderRadius = 12;
public object Create(ActorInitializer init) { return new Harvester(init.self, this); }
}
public class Harvester : IIssueOrder, IResolveOrder, IPips,
IExplodeModifier, IOrderVoice, ISpeedModifier, ISync,
INotifyResourceClaimLost, INotifyIdle, INotifyBlockingMove
{
Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
[Sync] public Actor OwnerLinkedProc = null;
[Sync] public Actor LastLinkedProc = null;
[Sync] public Actor LinkedProc = null;
[Sync] int currentUnloadTicks;
public CPos? LastHarvestedCell = null;
public CPos? LastOrderLocation = null;
[Sync] public int ContentValue { get { return contents.Sum(c => c.Key.ValuePerUnit * c.Value); } }
readonly HarvesterInfo Info;
bool idleSmart = true;
public Harvester(Actor self, HarvesterInfo info)
{
Info = info;
self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null)));
}
public void SetProcLines(Actor proc)
{
if (proc == null) return;
if (proc.Destroyed) return;
var linkedHarvs = proc.World.ActorsWithTrait<Harvester>()
.Where(a => a.Trait.LinkedProc == proc)
.Select(a => Target.FromActor(a.Actor))
.ToList();
proc.SetTargetLines(linkedHarvs, Color.Gold);
}
public void LinkProc(Actor self, Actor proc)
{
var oldProc = LinkedProc;
LinkedProc = proc;
SetProcLines(oldProc);
SetProcLines(proc);
}
public void UnlinkProc(Actor self, Actor proc)
{
if (LinkedProc == proc)
ChooseNewProc(self, proc);
}
public void ChooseNewProc(Actor self, Actor ignore)
{
LastLinkedProc = null;
LinkProc(self, ClosestProc(self, ignore));
}
public void ContinueHarvesting(Actor self)
{
// Move out of the refinery dock and continue harvesting:
UnblockRefinery(self);
self.QueueActivity(new FindResources());
}
Actor ClosestProc(Actor self, Actor ignore)
{
// Find all refineries and their occupancy count:
var refs = (
from r in self.World.ActorsWithTrait<IAcceptOre>()
where r.Actor != ignore && r.Actor.Owner == self.Owner
let linkedHarvs = self.World.ActorsWithTrait<Harvester>().Where(a => a.Trait.LinkedProc == r.Actor).Count()
select new { Location = r.Actor.Location + r.Trait.DeliverOffset, Actor = r.Actor, Occupancy = linkedHarvs }
).ToDictionary(r => r.Location);
// Start a search from each refinery's delivery location:
var mi = self.Info.Traits.Get<MobileInfo>();
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.FromPoints(self.World, mi, self, refs.Values.Select(r => r.Location), self.Location, false)
.WithCustomCost((loc) =>
{
if (!refs.ContainsKey(loc)) return 0;
int occupancy = refs[loc].Occupancy;
// 4 harvesters clogs up the refinery's delivery location:
if (occupancy >= 3) return int.MaxValue;
// Prefer refineries with less occupancy (multiplier is to offset distance cost):
return occupancy * 12;
})
);
// Reverse the found-path to find the refinery location instead of our location:
path.Reverse();
if (path.Count != 0)
return refs[path[0]].Actor;
return null;
}
public bool IsFull { get { return contents.Values.Sum() == Info.Capacity; } }
public bool IsEmpty { get { return contents.Values.Sum() == 0; } }
public int Fullness { get { return contents.Values.Sum() * 100 / Info.Capacity; } }
public void AcceptResource(ResourceType type)
{
if (!contents.ContainsKey(type.Info)) contents[type.Info] = 1;
else contents[type.Info]++;
}
public void UnblockRefinery(Actor self)
{
// Check that we're not in a critical location and being useless (refinery drop-off):
var lastproc = LastLinkedProc ?? LinkedProc;
if (lastproc != null && !lastproc.Destroyed)
{
var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptOre>().DeliverOffset;
if (self.Location == deliveryLoc)
{
// Get out of the way:
var mobile = self.Trait<Mobile>();
var harv = self.Trait<Harvester>();
var moveTo = harv.LastHarvestedCell ?? (deliveryLoc + new CVec(0, 4));
self.QueueActivity(mobile.MoveTo(moveTo, 1));
self.SetTargetLine(Target.FromCell(moveTo), Color.Gray, false);
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
if (territory != null) territory.ClaimResource(self, moveTo);
self.QueueActivity(new FindResources());
return;
}
}
}
public void OnNotifyBlockingMove(Actor self, Actor blocking)
{
// I'm blocking someone else from moving to my location:
Activity act = self.GetCurrentActivity();
// If I'm just waiting around then get out of the way:
if (act == null || act.GetType() == typeof(Wait))
{
self.CancelActivity();
var mobile = self.Trait<Mobile>();
var cell = self.Location;
var moveTo = mobile.NearestMoveableCell(cell, 2, 5);
self.QueueActivity(mobile.MoveTo(moveTo, 0));
self.SetTargetLine(Target.FromCell(moveTo), Color.Gray, false);
// Find more resources but not at this location:
self.QueueActivity(new FindResources(cell));
}
}
public void TickIdle(Actor self)
{
// Should we be intelligent while idle?
if (!idleSmart) return;
// Are we not empty? Deliver resources:
if (!IsEmpty)
{
self.QueueActivity(new DeliverResources());
return;
}
UnblockRefinery(self);
// Wait for a bit before becoming idle again:
self.QueueActivity(new Wait(10));
}
// Returns true when unloading is complete
public bool TickUnload(Actor self, Actor proc)
{
// Wait until the next bale is ready
if (--currentUnloadTicks > 0)
return false;
if (contents.Keys.Count > 0)
{
var type = contents.First().Key;
var iao = proc.Trait<IAcceptOre>();
if (!iao.CanGiveOre(type.ValuePerUnit))
return false;
iao.GiveOre(type.ValuePerUnit);
if (--contents[type] == 0)
contents.Remove(type);
currentUnloadTicks = Info.UnloadTicksPerBale;
}
return contents.Count == 0;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<IAcceptOre>("Deliver", 5, _ => true,
proc => !IsEmpty && proc.Trait<IAcceptOre>().AllowDocking);
yield return new HarvestOrderTargeter();
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Deliver")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
if (order.OrderID == "Harvest")
return new Order(order.OrderID, self, queued) { TargetLocation = target.CenterPosition.ToCPos() };
return null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Harvest" || (order.OrderString == "Deliver" && !IsEmpty)) ? "Move" : null;
}
public void 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(self, OwnerLinkedProc = null);
idleSmart = true;
self.CancelActivity();
var mobile = self.Trait<Mobile>();
if (order.TargetLocation != CPos.Zero)
{
var loc = order.TargetLocation;
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
if (territory != null)
{
// Find the nearest claimable cell to the order location (useful for group-select harvest):
loc = mobile.NearestCell(loc, p => mobile.CanEnterCell(p) && territory.ClaimResource(self, p), 1, 6);
}
else
{
// Find the nearest cell to the order location (useful for group-select harvest):
var taken = new HashSet<CPos>();
loc = mobile.NearestCell(loc, p => mobile.CanEnterCell(p) && taken.Add(p), 1, 6);
}
self.QueueActivity(mobile.MoveTo(loc, 0));
self.SetTargetLine(Target.FromCell(loc), Color.Red);
LastOrderLocation = loc;
}
else
{
// A bot order gives us a CPos.Zero TargetLocation, so find some good resources for him:
var loc = FindNextResourceForBot(self);
// No more resources? Oh well.
if (!loc.HasValue)
return;
self.QueueActivity(mobile.MoveTo(loc.Value, 0));
self.SetTargetLine(Target.FromCell(loc.Value), Color.Red);
LastOrderLocation = loc;
}
// This prevents harvesters returning to an empty patch when the player orders them to a new patch:
LastHarvestedCell = LastOrderLocation;
self.QueueActivity(new FindResources());
}
else if (order.OrderString == "Deliver")
{
// NOTE: An explicit deliver order forces the harvester to always deliver to this refinery.
var iao = order.TargetActor.TraitOrDefault<IAcceptOre>();
if (iao == null || !iao.AllowDocking)
return;
if (order.TargetActor != OwnerLinkedProc)
LinkProc(self, OwnerLinkedProc = order.TargetActor);
if (IsEmpty)
return;
idleSmart = true;
self.SetTargetLine(Target.FromOrder(order), Color.Green);
self.CancelActivity();
self.QueueActivity(new DeliverResources());
}
else if (order.OrderString == "Stop" || order.OrderString == "Move")
{
// Turn off idle smarts to obey the stop/move:
idleSmart = false;
}
}
CPos? FindNextResourceForBot(Actor self)
{
// NOTE: This is only used for the AI to find the next available resource to harvest.
var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
var mobileInfo = self.Info.Traits.Get<MobileInfo>();
var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
// Find any harvestable resources:
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.Search(self.World, mobileInfo, self, true)
.WithHeuristic(loc =>
{
// Get the resource at this location:
var resType = resLayer.GetResource(loc);
if (resType == null) return 1;
// Can the harvester collect this kind of resource?
if (!harvInfo.Resources.Contains(resType.Info.Name)) return 1;
// Another harvester has claimed this resource:
if (territory != null)
{
ResourceClaim claim;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim)) return 1;
}
return 0;
})
.FromPoint(self.Location)
);
if (path.Count == 0)
return (CPos?)null;
return path[0];
}
public void OnNotifyResourceClaimLost(Actor self, ResourceClaim claim, Actor claimer)
{
if (self == claimer) return;
// Our claim on a resource was stolen, find more unclaimed resources:
self.CancelActivity();
self.QueueActivity(new FindResources());
}
PipType GetPipAt(int i)
{
var n = i * Info.Capacity / Info.PipCount;
foreach (var rt in contents)
if (n < rt.Value)
return rt.Key.PipColor;
else
n -= rt.Value;
return PipType.Transparent;
}
public IEnumerable<PipType> GetPips(Actor self)
{
int numPips = Info.PipCount;
for (int i = 0; i < numPips; i++)
yield return GetPipAt(i);
}
public bool ShouldExplode(Actor self) { return !IsEmpty; }
public decimal GetSpeedModifier()
{
return 1m - (1m - Info.FullyLoadedSpeed) * contents.Values.Sum() / Info.Capacity;
}
class HarvestOrderTargeter : IOrderTargeter
{
public string OrderID { get { return "Harvest"; } }
public int OrderPriority { get { return 10; } }
public bool IsQueued { get; protected set; }
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
if (target.Type != TargetType.Terrain)
return false;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
var location = target.CenterPosition.ToCPos();
// Don't leak info about resources under the shroud
if (!self.Owner.Shroud.IsExplored(location))
return false;
var res = self.World.WorldActor.Trait<ResourceLayer>().GetRenderedResource(location);
var info = self.Info.Traits.Get<HarvesterInfo>();
if (res == null || !info.Resources.Contains(res.Info.Name))
return false;
cursor = "harvest";
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
return true;
}
}
}
}