Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/HarvesterBotModule.cs
2023-09-11 14:33:32 +03:00

159 lines
6.1 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 System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
[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("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
public readonly HashSet<string> HarvesterTypes = new();
[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
public readonly HashSet<string> RefineryTypes = new();
[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
public readonly int ScanForIdleHarvestersInterval = 50;
[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
{
sealed class HarvesterTraitWrapper
{
public readonly Actor Actor;
public readonly Harvester Harvester;
public readonly Parachutable Parachutable;
public readonly Mobile Mobile;
public HarvesterTraitWrapper(Actor actor)
{
Actor = actor;
Harvester = actor.Trait<Harvester>();
Parachutable = actor.TraitOrDefault<Parachutable>();
Mobile = actor.Trait<Mobile>();
}
}
readonly World world;
readonly Player player;
readonly Func<Actor, bool> unitCannotBeOrdered;
readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new();
IResourceLayer resourceLayer;
ResourceClaimLayer claimLayer;
IBotRequestUnitProduction[] requestUnitProduction;
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 Created(Actor self)
{
requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval, Info.ScanForIdleHarvestersInterval * 2);
}
void IBotTick.BotTick(IBot bot)
{
if (resourceLayer == null || resourceLayer.IsEmpty)
return;
if (--scanForIdleHarvestersTicks > 0)
return;
var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
foreach (var a in toRemove)
harvesters.Remove(a);
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 => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a));
foreach (var a in newHarvesters)
harvesters[a] = new HarvesterTraitWrapper(a);
// Find idle harvesters and give them orders:
foreach (var h in harvesters)
{
if (!h.Key.IsIdle)
{
// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
if (h.Key.CurrentActivity is not FindAndDeliverResources act || !act.LastSearchFailed)
continue;
}
if (h.Value.Parachutable != null && h.Value.Parachutable.IsInAir)
continue;
// Tell the idle harvester to quit slacking:
var newSafeResourcePatch = FindNextResource(h.Key, h.Value);
AIUtils.BotDebug($"AI: Harvester {h.Key} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
bot.QueueOrder(new Order("Harvest", h.Key, newSafeResourcePatch, false));
}
// Less harvesters than refineries - build a new harvester
var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault();
if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
{
var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player);
var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player);
if (harvCountTooLow && unitBuilder.RequestedProductionCount(bot, harvInfo.Name) == 0)
unitBuilder.RequestUnitProduction(bot, harvInfo.Name);
}
}
Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
{
bool IsValidResource(CPos cell) =>
harv.Harvester.CanHarvestCell(cell) &&
claimLayer.CanClaimCell(actor, cell);
var path = harv.Mobile.PathFinder.FindPathToTargetCellByPredicate(
actor, new[] { actor.Location }, IsValidResource, BlockedByActor.Stationary,
loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)));
if (path.Count == 0)
return Target.Invalid;
return Target.FromCell(world, path[0]);
}
}
}