Files
OpenRA/OpenRA.Mods.Common/Traits/Harvester.cs
2021-06-29 18:33:21 -05:00

410 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Collections.ObjectModel;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class HarvesterInfo : TraitInfo, Requires<MobileInfo>
{
public readonly HashSet<string> DeliveryBuildings = new HashSet<string>();
[Desc("How long (in ticks) to wait until (re-)checking for a nearby available DeliveryBuilding if not yet linked to one.")]
public readonly int SearchForDeliveryBuildingDelay = 125;
[Desc("Cell to move to when automatically unblocking DeliveryBuilding.")]
public readonly CVec UnblockCell = new CVec(0, 4);
[Desc("How much resources it can carry.")]
public readonly int Capacity = 28;
public readonly int BaleLoadDelay = 4;
[Desc("How fast it can dump it's carryage.")]
public readonly int BaleUnloadDelay = 4;
[Desc("How many bales can it dump at once.")]
public readonly int BaleUnloadAmount = 1;
public readonly int HarvestFacings = 0;
[Desc("Which resources it can harvest.")]
public readonly HashSet<string> Resources = new HashSet<string>();
[Desc("Percentage of maximum speed when fully loaded.")]
public readonly int FullyLoadedSpeed = 85;
[Desc("Automatically scan for resources when created.")]
public readonly bool SearchOnCreation = true;
[Desc("Initial search radius (in cells) from the refinery that created us.")]
public readonly int SearchFromProcRadius = 24;
[Desc("Search radius (in cells) from the last harvest order location to find more resources.")]
public readonly int SearchFromHarvesterRadius = 12;
[Desc("Interval to wait between searches when there are no resources nearby.")]
public readonly int WaitDuration = 25;
[Desc("Find a new refinery to unload at if more than this many harvesters are already waiting.")]
public readonly int MaxUnloadQueue = 3;
[Desc("The pathfinding cost penalty applied for each harvester waiting to unload at a refinery.")]
public readonly int UnloadQueueCostModifier = 12;
[Desc("The pathfinding cost penalty applied for cells directly away from the refinery.")]
public readonly int ResourceRefineryDirectionPenalty = 200;
[Desc("Does the unit queue harvesting runs instead of individual harvest actions?")]
public readonly bool QueueFullLoad = false;
[GrantedConditionReference]
[Desc("Condition to grant while empty.")]
public readonly string EmptyCondition = null;
[VoiceReference]
public readonly string HarvestVoice = "Action";
[VoiceReference]
public readonly string DeliverVoice = "Action";
[Desc("Color to use for the target line of harvest orders.")]
public readonly Color HarvestLineColor = Color.Crimson;
[Desc("Color to use for the target line of harvest orders.")]
public readonly Color DeliverLineColor = Color.Green;
[CursorReference]
[Desc("Cursor to display when able to unload at target actor.")]
public readonly string EnterCursor = "enter";
[CursorReference]
[Desc("Cursor to display when unable to unload at target actor.")]
public readonly string EnterBlockedCursor = "enter-blocked";
[CursorReference]
[Desc("Cursor to display when ordering to harvest resources.")]
public readonly string HarvestCursor = "harvest";
public override object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
}
public class Harvester : IIssueOrder, IResolveOrder, IOrderVoice,
ISpeedModifier, ISync, INotifyCreated
{
public readonly HarvesterInfo Info;
public readonly IReadOnlyDictionary<string, int> Contents;
readonly Mobile mobile;
readonly IResourceLayer resourceLayer;
readonly ResourceClaimLayer claimLayer;
readonly Dictionary<string, int> contents = new Dictionary<string, int>();
int conditionToken = Actor.InvalidConditionToken;
[Sync]
public Actor LastLinkedProc = null;
[Sync]
public Actor LinkedProc = null;
[Sync]
int currentUnloadTicks;
[Sync]
public int ContentHash
{
get
{
var value = 0;
foreach (var c in contents)
value += c.Value << c.Key.Length;
return value;
}
}
public Harvester(Actor self, HarvesterInfo info)
{
Info = info;
Contents = new ReadOnlyDictionary<string, int>(contents);
mobile = self.Trait<Mobile>();
resourceLayer = self.World.WorldActor.Trait<IResourceLayer>();
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
}
void INotifyCreated.Created(Actor self)
{
UpdateCondition(self);
// Note: This is queued in a FrameEndTask because otherwise the activity is dropped/overridden while moving out of a factory.
if (Info.SearchOnCreation)
self.World.AddFrameEndTask(w => self.QueueActivity(new FindAndDeliverResources(self)));
}
public void LinkProc(Actor self, Actor proc)
{
LinkedProc = 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));
}
bool IsAcceptableProcType(Actor proc)
{
return Info.DeliveryBuildings.Count == 0 ||
Info.DeliveryBuildings.Contains(proc.Info.Name);
}
public Actor ClosestProc(Actor self, Actor ignore)
{
// Find all refineries and their occupancy count:
var refineries = self.World.ActorsWithTrait<IAcceptResources>()
.Where(r => r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor))
.Select(r => new
{
Location = r.Actor.Location + r.Trait.DeliveryOffset,
Actor = r.Actor,
Occupancy = self.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == r.Actor).Count()
}).ToLookup(r => r.Location);
// Start a search from each refinery's delivery location:
List<CPos> path;
using (var search = PathSearch.FromPoints(self.World, mobile.Locomotor, self, refineries.Select(r => r.Key), self.Location, BlockedByActor.None)
.WithCustomCost(location =>
{
if (!refineries.Contains(location))
return 0;
var occupancy = refineries[location].First().Occupancy;
// Too many harvesters clogs up the refinery's delivery location:
if (occupancy >= Info.MaxUnloadQueue)
return PathGraph.CostForInvalidCell;
// Prefer refineries with less occupancy (multiplier is to offset distance cost):
return occupancy * Info.UnloadQueueCostModifier;
}))
path = mobile.Pathfinder.FindPath(search);
if (path.Count != 0)
return refineries[path.Last()].First().Actor;
return null;
}
public bool IsFull => contents.Values.Sum() == Info.Capacity;
public bool IsEmpty => contents.Values.Sum() == 0;
public int Fullness => contents.Values.Sum() * 100 / Info.Capacity;
void UpdateCondition(Actor self)
{
if (string.IsNullOrEmpty(Info.EmptyCondition))
return;
var enabled = IsEmpty;
if (enabled && conditionToken == Actor.InvalidConditionToken)
conditionToken = self.GrantCondition(Info.EmptyCondition);
else if (!enabled && conditionToken != Actor.InvalidConditionToken)
conditionToken = self.RevokeCondition(conditionToken);
}
public void AcceptResource(Actor self, string resourceType)
{
if (!contents.ContainsKey(resourceType))
contents[resourceType] = 1;
else
contents[resourceType]++;
UpdateCondition(self);
}
// Returns true when unloading is complete
public virtual bool TickUnload(Actor self, Actor proc)
{
// Wait until the next bale is ready
if (--currentUnloadTicks > 0)
return false;
if (contents.Keys.Count > 0)
{
var acceptResources = proc.Trait<IAcceptResources>();
foreach (var c in contents)
{
var resourceType = c.Key;
var count = Math.Min(c.Value, Info.BaleUnloadAmount);
var accepted = acceptResources.AcceptResources(resourceType, count);
if (accepted == 0)
continue;
contents[resourceType] -= accepted;
if (contents[resourceType] <= 0)
contents.Remove(resourceType);
currentUnloadTicks = Info.BaleUnloadDelay;
UpdateCondition(self);
return false;
}
}
return contents.Count == 0;
}
public bool CanHarvestCell(Actor self, CPos cell)
{
// Resources only exist in the ground layer
if (cell.Layer != 0)
return false;
var resourceType = resourceLayer.GetResource(cell).Type;
if (resourceType == null)
return false;
// Can the harvester collect this kind of resource?
return Info.Resources.Contains(resourceType);
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
yield return new EnterAlliedActorTargeter<IAcceptResourcesInfo>(
"Deliver",
5,
Info.EnterCursor,
Info.EnterBlockedCursor,
(proc, _) => IsAcceptableProcType(proc),
proc => proc.Trait<IAcceptResources>().AllowDocking);
yield return new HarvestOrderTargeter();
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == "Deliver" || order.OrderID == "Harvest")
return new Order(order.OrderID, self, target, queued);
return null;
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString == "Harvest")
return Info.HarvestVoice;
if (order.OrderString == "Deliver" && !IsEmpty)
return Info.DeliverVoice;
return null;
}
void IResolveOrder.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, null);
CPos loc;
if (order.Target.Type != TargetType.Invalid)
{
// Find the nearest claimable cell to the order location (useful for group-select harvest):
var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
loc = mobile.NearestCell(cell, p => mobile.CanEnterCell(p) && claimLayer.TryClaimCell(self, p), 1, 6);
}
else
{
// A bot order gives us a CPos.Zero TargetLocation.
loc = self.Location;
}
// FindResources takes care of calling INotifyHarvesterAction
self.QueueActivity(order.Queued, new FindAndDeliverResources(self, loc));
self.ShowTargetLines();
}
else if (order.OrderString == "Deliver")
{
// Deliver orders are only valid for own/allied actors,
// which are guaranteed to never be frozen.
if (order.Target.Type != TargetType.Actor)
return;
var targetActor = order.Target.Actor;
var iao = targetActor.TraitOrDefault<IAcceptResources>();
if (iao == null || !iao.AllowDocking || !IsAcceptableProcType(targetActor))
return;
self.QueueActivity(order.Queued, new FindAndDeliverResources(self, targetActor));
self.ShowTargetLines();
}
}
int ISpeedModifier.GetSpeedModifier()
{
return 100 - (100 - Info.FullyLoadedSpeed) * contents.Values.Sum() / Info.Capacity;
}
class HarvestOrderTargeter : IOrderTargeter
{
public string OrderID => "Harvest";
public int OrderPriority => 10;
public bool IsQueued { get; protected set; }
public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers) { return true; }
public bool CanTarget(Actor self, in Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
{
if (target.Type != TargetType.Terrain)
return false;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
var location = self.World.Map.CellContaining(target.CenterPosition);
// Don't leak info about resources under the shroud
if (!self.Owner.Shroud.IsExplored(location))
return false;
var info = self.Info.TraitInfo<HarvesterInfo>();
var res = self.World.WorldActor.TraitsImplementing<IResourceRenderer>()
.Select(r => r.GetRenderedResourceType(location))
.FirstOrDefault(r => r != null && info.Resources.Contains(r));
if (res == null)
return false;
cursor = info.HarvestCursor;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
return true;
}
}
}
}