Files
OpenRA/OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs

236 lines
7.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FindAndDeliverResources : Activity
{
readonly Harvester harv;
readonly HarvesterInfo harvInfo;
readonly Mobile mobile;
readonly LocomotorInfo locomotorInfo;
readonly ResourceClaimLayer claimLayer;
readonly IPathFinder pathFinder;
readonly DomainIndex domainIndex;
readonly Actor deliverActor;
CPos? orderLocation;
bool hasDeliveredLoad;
bool hasHarvestedCell;
bool hasWaited;
public FindAndDeliverResources(Actor self, Actor deliverActor = null)
{
harv = self.Trait<Harvester>();
harvInfo = self.Info.TraitInfo<HarvesterInfo>();
mobile = self.Trait<Mobile>();
locomotorInfo = mobile.Info.LocomotorInfo;
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
pathFinder = self.World.WorldActor.Trait<IPathFinder>();
domainIndex = self.World.WorldActor.Trait<DomainIndex>();
this.deliverActor = deliverActor;
}
public FindAndDeliverResources(Actor self, CPos orderLocation)
: this(self, null)
{
this.orderLocation = orderLocation;
}
protected override void OnFirstRun(Actor self)
{
// If an explicit "harvest" order is given, direct the harvester to the ordered location instead of
// the previous harvested cell for the initial search.
if (orderLocation != null)
{
harv.LastHarvestedCell = orderLocation;
// If two "harvest" orders are issued consecutively, we deliver the load first if needed.
// We have to make sure the actual "harvest" order is not skipped if a third order is queued,
// so we keep deliveredLoad false.
if (harv.IsFull)
QueueChild(self, new DeliverResources(self), true);
}
// If an explicit "deliver" order is given, the harvester goes immediately to the refinery.
if (deliverActor != null)
{
QueueChild(self, new DeliverResources(self, deliverActor), true);
hasDeliveredLoad = true;
}
}
public override Activity Tick(Actor self)
{
if (ChildActivity != null)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ChildActivity != null)
return this;
}
if (IsCanceling)
return NextActivity;
if (NextActivity != null)
{
// Interrupt automated harvesting after clearing the first cell.
if (!harvInfo.QueueFullLoad && (hasHarvestedCell || harv.LastSearchFailed))
return NextActivity;
// Interrupt automated harvesting after first complete harvest cycle.
if (hasDeliveredLoad || harv.IsFull)
return NextActivity;
}
// Are we full or have nothing more to gather? Deliver resources.
if (harv.IsFull || (!harv.IsEmpty && harv.LastSearchFailed))
{
QueueChild(self, new DeliverResources(self), true);
hasDeliveredLoad = true;
return this;
}
// After a failed search, wait and sit still for a bit before searching again.
if (harv.LastSearchFailed && !hasWaited)
{
QueueChild(self, new Wait(harv.Info.WaitDuration), true);
hasWaited = true;
return this;
}
var closestHarvestableCell = ClosestHarvestablePos(self);
// If no resources are found near the current field, search near the refinery instead.
// If that doesn't help, give up for now.
if (!closestHarvestableCell.HasValue)
{
if (harv.LastHarvestedCell != null)
{
harv.LastHarvestedCell = null; // Forces search from backup position.
closestHarvestableCell = ClosestHarvestablePos(self);
harv.LastSearchFailed = !closestHarvestableCell.HasValue;
}
else
harv.LastSearchFailed = true;
}
if (harv.LastSearchFailed)
{
// If no harvestable position could be found and we are at the refinery, get out of the way
// of the refinery entrance.
var lastproc = harv.LastLinkedProc ?? harv.LinkedProc;
if (lastproc != null && !lastproc.Disposed)
{
var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptResources>().DeliveryOffset;
if (self.Location == deliveryLoc && harv.IsEmpty)
{
// Get out of the way:
var unblockCell = deliveryLoc + harv.Info.UnblockCell;
var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
self.SetTargetLine(Target.FromCell(self.World, moveTo), Color.Green, false);
QueueChild(self, mobile.MoveTo(moveTo, 1), true);
}
}
return this;
}
// Attempt to claim the target cell
if (!claimLayer.TryClaimCell(self, closestHarvestableCell.Value))
{
QueueChild(self, new Wait(25), true);
return this;
}
harv.LastSearchFailed = false;
foreach (var n in self.TraitsImplementing<INotifyHarvesterAction>())
n.MovingToResources(self, closestHarvestableCell.Value, new FindAndDeliverResources(self));
self.SetTargetLine(Target.FromCell(self.World, closestHarvestableCell.Value), Color.Red, false);
QueueChild(self, mobile.MoveTo(closestHarvestableCell.Value, 1), true);
QueueChild(self, new HarvestResource(self));
hasHarvestedCell = true;
return this;
}
/// <summary>
/// Finds the closest harvestable pos between the current position of the harvester
/// and the last order location
/// </summary>
CPos? ClosestHarvestablePos(Actor self)
{
// Harvesters should respect an explicit harvest order instead of harvesting the current cell.
if (orderLocation == null)
{
if (harv.CanHarvestCell(self, self.Location) && claimLayer.CanClaimCell(self, self.Location))
return self.Location;
}
else
{
if (harv.CanHarvestCell(self, orderLocation.Value) && claimLayer.CanClaimCell(self, orderLocation.Value))
return orderLocation;
orderLocation = null;
}
// Determine where to search from and how far to search:
var searchFromLoc = harv.LastHarvestedCell ?? GetSearchFromLocation(self);
var searchRadius = harv.LastHarvestedCell.HasValue ? harvInfo.SearchFromOrderRadius : harvInfo.SearchFromProcRadius;
var searchRadiusSquared = searchRadius * searchRadius;
// Find any harvestable resources:
List<CPos> path;
using (var search = PathSearch.Search(self.World, locomotorInfo, self, true, loc =>
domainIndex.IsPassable(self.Location, loc, locomotorInfo) && harv.CanHarvestCell(self, loc) && claimLayer.CanClaimCell(self, loc))
.WithCustomCost(loc =>
{
if ((loc - searchFromLoc).LengthSquared > searchRadiusSquared)
return int.MaxValue;
return 0;
})
.FromPoint(searchFromLoc)
.FromPoint(self.Location))
path = pathFinder.FindPath(search);
if (path.Count > 0)
return path[0];
return null;
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return Target.FromCell(self.World, self.Location);
}
CPos GetSearchFromLocation(Actor self)
{
if (harv.LastLinkedProc != null && !harv.LastLinkedProc.IsDead && harv.LastLinkedProc.IsInWorld)
return harv.LastLinkedProc.Location + harv.LastLinkedProc.Trait<IAcceptResources>().DeliveryOffset;
if (harv.LinkedProc != null && !harv.LinkedProc.IsDead && harv.LinkedProc.IsInWorld)
return harv.LinkedProc.Location + harv.LinkedProc.Trait<IAcceptResources>().DeliveryOffset;
return self.Location;
}
}
}