Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/HarvesterBotModule.cs
reaperrr 54c2894b4e Split off last bot modules
And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
2018-12-31 10:56:01 +00:00

127 lines
4.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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("Interval (in ticks) between giving out orders to idle harvesters.")]
public readonly int ScanForIdleHarvestersInterval = 20;
[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
{
readonly World world;
readonly Player player;
readonly Predicate<Actor> unitCannotBeOrdered;
IPathFinder pathfinder;
DomainIndex domainIndex;
ResourceLayer resLayer;
ResourceClaimLayer claimLayer;
List<Actor> harvesters = new List<Actor>();
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 TraitEnabled(Actor self)
{
pathfinder = world.WorldActor.Trait<IPathFinder>();
domainIndex = world.WorldActor.Trait<DomainIndex>();
resLayer = world.WorldActor.TraitOrDefault<ResourceLayer>();
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
}
void IBotTick.BotTick(IBot bot)
{
if (resLayer == null || resLayer.IsResourceLayerEmpty)
return;
if (--scanForIdleHarvestersTicks > 0)
return;
harvesters.RemoveAll(unitCannotBeOrdered);
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.Contains(a));
foreach (var a in newHarvesters)
harvesters.Add(a);
// Find idle harvesters and give them orders:
foreach (var harvester in harvesters)
{
var harv = harvester.Trait<Harvester>();
if (!harv.IsEmpty)
continue;
if (!harvester.IsIdle)
{
var act = harvester.CurrentActivity;
if (!harv.LastSearchFailed || act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources))
continue;
}
var para = harvester.TraitOrDefault<Parachutable>();
if (para != null && para.IsInAir)
continue;
// Tell the idle harvester to quit slacking:
var newSafeResourcePatch = FindNextResource(harvester, harv);
AIUtils.BotDebug("AI: Harvester {0} is idle. Ordering to {1} in search for new resources.".F(harvester, newSafeResourcePatch));
bot.QueueOrder(new Order("Harvest", harvester, Target.FromCell(world, newSafeResourcePatch), false));
}
}
CPos FindNextResource(Actor actor, Harvester harv)
{
var locomotorInfo = actor.Info.TraitInfo<MobileInfo>().LocomotorInfo;
Func<CPos, bool> isValidResource = cell =>
domainIndex.IsPassable(actor.Location, cell, locomotorInfo) &&
harv.CanHarvestCell(actor, cell) &&
claimLayer.CanClaimCell(actor, cell);
var path = pathfinder.FindPath(
PathSearch.Search(world, locomotorInfo, actor, true, isValidResource)
.WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
.FromPoint(actor.Location));
if (path.Count == 0)
return CPos.Zero;
return path[0];
}
}
}