Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance. When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
158 lines
6.1 KiB
C#
158 lines
6.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[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.")]
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public class HarvesterBotModuleInfo : ConditionalTraitInfo
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{
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[Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
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"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> HarvesterTypes = new HashSet<string>();
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[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> RefineryTypes = new HashSet<string>();
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[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
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public readonly int ScanForIdleHarvestersInterval = 50;
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[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
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public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
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public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); }
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}
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public class HarvesterBotModule : ConditionalTrait<HarvesterBotModuleInfo>, IBotTick
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{
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class HarvesterTraitWrapper
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{
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public readonly Actor Actor;
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public readonly Harvester Harvester;
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public readonly Parachutable Parachutable;
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public readonly Mobile Mobile;
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public HarvesterTraitWrapper(Actor actor)
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{
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Actor = actor;
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Harvester = actor.Trait<Harvester>();
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Parachutable = actor.TraitOrDefault<Parachutable>();
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Mobile = actor.Trait<Mobile>();
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}
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}
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readonly World world;
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readonly Player player;
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readonly Func<Actor, bool> unitCannotBeOrdered;
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readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new Dictionary<Actor, HarvesterTraitWrapper>();
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IResourceLayer resourceLayer;
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ResourceClaimLayer claimLayer;
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IBotRequestUnitProduction[] requestUnitProduction;
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int scanForIdleHarvestersTicks;
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public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info)
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: base(info)
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{
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world = self.World;
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player = self.Owner;
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unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
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}
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protected override void Created(Actor self)
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{
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requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
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}
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protected override void TraitEnabled(Actor self)
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{
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resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
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claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
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scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval, Info.ScanForIdleHarvestersInterval * 2);
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}
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void IBotTick.BotTick(IBot bot)
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{
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if (resourceLayer == null || resourceLayer.IsEmpty)
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return;
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if (--scanForIdleHarvestersTicks > 0)
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return;
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var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
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foreach (var a in toRemove)
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harvesters.Remove(a);
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scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
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// Find new harvesters
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// TODO: Look for a more performance-friendly way to update this list
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var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => a.Owner == player && !harvesters.ContainsKey(a));
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foreach (var a in newHarvesters)
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harvesters[a] = new HarvesterTraitWrapper(a);
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// Find idle harvesters and give them orders:
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foreach (var h in harvesters)
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{
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if (!h.Key.IsIdle)
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{
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// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
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if (!(h.Key.CurrentActivity is FindAndDeliverResources act) || !act.LastSearchFailed)
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continue;
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}
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if (h.Value.Parachutable != null && h.Value.Parachutable.IsInAir)
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continue;
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// Tell the idle harvester to quit slacking:
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var newSafeResourcePatch = FindNextResource(h.Key, h.Value);
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AIUtils.BotDebug($"AI: Harvester {h.Key} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
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bot.QueueOrder(new Order("Harvest", h.Key, newSafeResourcePatch, false));
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}
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// Less harvesters than refineries - build a new harvester
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var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
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if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
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{
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var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player);
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var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player);
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if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0)
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unitBuilder.RequestUnitProduction(bot, harvInfo.Name);
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}
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}
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Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
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{
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Func<CPos, bool> isValidResource = cell =>
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harv.Harvester.CanHarvestCell(cell) &&
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claimLayer.CanClaimCell(actor, cell);
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var path = harv.Mobile.PathFinder.FindPathToTargetCellByPredicate(
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actor, new[] { actor.Location }, isValidResource, BlockedByActor.Stationary,
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loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
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.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy)
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.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)));
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if (path.Count == 0)
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return Target.Invalid;
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return Target.FromCell(world, path[0]);
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}
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}
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}
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