Files
OpenRA/OpenRA.Mods.RA/Activities/FindResources.cs
2014-06-27 23:30:40 +12:00

177 lines
5.3 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
public class FindResources : Activity
{
CPos? avoidCell;
public FindResources()
{
}
public FindResources(CPos avoidCell)
{
this.avoidCell = avoidCell;
}
public override Activity Tick(Actor self)
{
if (IsCanceled || NextActivity != null) return NextActivity;
var harv = self.Trait<Harvester>();
if (harv.IsFull)
return Util.SequenceActivities(new DeliverResources(), NextActivity);
var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
var mobile = self.Trait<Mobile>();
var mobileInfo = self.Info.Traits.Get<MobileInfo>();
var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
// Determine where to search from and how far to search:
var searchFromLoc = harv.LastOrderLocation ?? (harv.LastLinkedProc ?? harv.LinkedProc ?? self).Location;
var searchRadius = harv.LastOrderLocation.HasValue ? harvInfo.SearchFromOrderRadius : harvInfo.SearchFromProcRadius;
var searchRadiusSquared = searchRadius * searchRadius;
// Find harvestable resources nearby:
// Avoid enemy territory:
// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.Search(self.World, mobileInfo, self, true)
.WithCustomCost(loc => self.World.FindActorsInCircle(self.World.Map.CenterOfCell(loc), WRange.FromCells(8))
.Where(u => !u.Destroyed && self.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(0, 64 - (loc - u.Location).LengthSquared)))
.WithHeuristic(loc =>
{
// Avoid this cell:
if (avoidCell.HasValue && loc == avoidCell.Value) return 1;
// Don't harvest out of range:
var distSquared = (loc - searchFromLoc).LengthSquared;
if (distSquared > searchRadiusSquared)
return int.MaxValue;
// Get the resource at this location:
var resType = resLayer.GetResource(loc);
if (resType == null) return 1;
// Can the harvester collect this kind of resource?
if (!harvInfo.Resources.Contains(resType.Info.Name)) return 1;
if (territory != null)
{
// Another harvester has claimed this resource:
ResourceClaim claim;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim)) return 1;
}
return 0;
})
.FromPoint(self.Location)
);
if (path.Count == 0)
{
if (!harv.IsEmpty)
return new DeliverResources();
else
{
// Get out of the way if we are:
harv.UnblockRefinery(self);
var randFrames = 125 + self.World.SharedRandom.Next(-35, 35);
if (NextActivity != null)
return Util.SequenceActivities(NextActivity, new Wait(randFrames), new FindResources());
else
return Util.SequenceActivities(new Wait(randFrames), new FindResources());
}
}
// Attempt to claim a resource as ours:
if (territory != null)
{
if (!territory.ClaimResource(self, path[0]))
return Util.SequenceActivities(new Wait(25), new FindResources());
}
// If not given a direct order, assume ordered to the first resource location we find:
if (harv.LastOrderLocation == null)
harv.LastOrderLocation = path[0];
self.SetTargetLine(Target.FromCell(self.World, path[0]), Color.Red, false);
return Util.SequenceActivities(mobile.MoveTo(path[0], 1), new HarvestResource(), new FindResources());
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return Target.FromCell(self.World, self.Location);
}
}
public class HarvestResource : Activity
{
public override Activity Tick(Actor self)
{
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
if (IsCanceled)
{
if (territory != null)
territory.UnclaimByActor(self);
return NextActivity;
}
var harv = self.Trait<Harvester>();
var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
harv.LastHarvestedCell = self.Location;
if (harv.IsFull)
{
if (territory != null)
territory.UnclaimByActor(self);
return NextActivity;
}
// Turn to one of the harvestable facings
if (harvInfo.HarvestFacings != 0)
{
var facing = self.Trait<IFacing>().Facing;
var desired = Util.QuantizeFacing(facing, harvInfo.HarvestFacings) * (256 / harvInfo.HarvestFacings);
if (desired != facing)
return Util.SequenceActivities(new Turn(desired), this);
}
var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
var resource = resLayer.Harvest(self.Location);
if (resource == null)
{
if (territory != null)
territory.UnclaimByActor(self);
return NextActivity;
}
harv.AcceptResource(resource);
foreach (var t in self.TraitsImplementing<INotifyHarvest>())
t.Harvested(self, resource);
return Util.SequenceActivities(new Wait(harvInfo.LoadTicksPerBale), this);
}
}
}