404 lines
12 KiB
C#
404 lines
12 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class HarvesterInfo : TraitInfo, Requires<MobileInfo>
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{
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public readonly HashSet<string> DeliveryBuildings = new HashSet<string>();
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[Desc("How long (in ticks) to wait until (re-)checking for a nearby available DeliveryBuilding if not yet linked to one.")]
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public readonly int SearchForDeliveryBuildingDelay = 125;
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[Desc("Cell to move to when automatically unblocking DeliveryBuilding.")]
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public readonly CVec UnblockCell = new CVec(0, 4);
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[Desc("How much resources it can carry.")]
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public readonly int Capacity = 28;
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public readonly int BaleLoadDelay = 4;
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[Desc("How fast it can dump it's carryage.")]
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public readonly int BaleUnloadDelay = 4;
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[Desc("How many bales can it dump at once.")]
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public readonly int BaleUnloadAmount = 1;
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public readonly int HarvestFacings = 0;
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[Desc("Which resources it can harvest.")]
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public readonly HashSet<string> Resources = new HashSet<string>();
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[Desc("Percentage of maximum speed when fully loaded.")]
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public readonly int FullyLoadedSpeed = 85;
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[Desc("Automatically scan for resources when created.")]
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public readonly bool SearchOnCreation = true;
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[Desc("Initial search radius (in cells) from the refinery that created us.")]
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public readonly int SearchFromProcRadius = 24;
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[Desc("Search radius (in cells) from the last harvest order location to find more resources.")]
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public readonly int SearchFromHarvesterRadius = 12;
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[Desc("Interval to wait between searches when there are no resources nearby.")]
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public readonly int WaitDuration = 25;
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[Desc("Find a new refinery to unload at if more than this many harvesters are already waiting.")]
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public readonly int MaxUnloadQueue = 3;
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[Desc("The pathfinding cost penalty applied for each harvester waiting to unload at a refinery.")]
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public readonly int UnloadQueueCostModifier = 12;
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[Desc("The pathfinding cost penalty applied for cells directly away from the refinery.")]
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public readonly int ResourceRefineryDirectionPenalty = 200;
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[Desc("Does the unit queue harvesting runs instead of individual harvest actions?")]
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public readonly bool QueueFullLoad = false;
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[GrantedConditionReference]
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[Desc("Condition to grant while empty.")]
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public readonly string EmptyCondition = null;
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[VoiceReference]
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public readonly string HarvestVoice = "Action";
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[VoiceReference]
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public readonly string DeliverVoice = "Action";
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[Desc("Color to use for the target line of harvest orders.")]
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public readonly Color HarvestLineColor = Color.Crimson;
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[Desc("Color to use for the target line of harvest orders.")]
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public readonly Color DeliverLineColor = Color.Green;
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[Desc("Cursor to display when able to unload at target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to unload at target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
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}
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public class Harvester : IIssueOrder, IResolveOrder, IOrderVoice,
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ISpeedModifier, ISync, INotifyCreated
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{
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public readonly HarvesterInfo Info;
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public readonly IReadOnlyDictionary<ResourceTypeInfo, int> Contents;
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readonly Mobile mobile;
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readonly ResourceLayer resLayer;
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readonly ResourceClaimLayer claimLayer;
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readonly Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
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int conditionToken = Actor.InvalidConditionToken;
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HarvesterResourceMultiplier[] resourceMultipliers;
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[Sync]
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public Actor LastLinkedProc = null;
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[Sync]
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public Actor LinkedProc = null;
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[Sync]
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int currentUnloadTicks;
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[Sync]
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public int ContentValue
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{
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get
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{
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var value = 0;
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foreach (var c in contents)
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value += c.Key.ValuePerUnit * c.Value;
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return value;
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}
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}
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public Harvester(Actor self, HarvesterInfo info)
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{
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Info = info;
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Contents = new ReadOnlyDictionary<ResourceTypeInfo, int>(contents);
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mobile = self.Trait<Mobile>();
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resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
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}
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void INotifyCreated.Created(Actor self)
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{
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resourceMultipliers = self.TraitsImplementing<HarvesterResourceMultiplier>().ToArray();
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UpdateCondition(self);
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// Note: This is queued in a FrameEndTask because otherwise the activity is dropped/overridden while moving out of a factory.
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if (Info.SearchOnCreation)
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self.World.AddFrameEndTask(w => self.QueueActivity(new FindAndDeliverResources(self)));
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}
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public void LinkProc(Actor self, Actor proc)
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{
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LinkedProc = proc;
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}
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public void UnlinkProc(Actor self, Actor proc)
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{
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if (LinkedProc == proc)
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ChooseNewProc(self, proc);
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}
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public void ChooseNewProc(Actor self, Actor ignore)
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{
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LastLinkedProc = null;
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LinkProc(self, ClosestProc(self, ignore));
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}
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bool IsAcceptableProcType(Actor proc)
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{
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return Info.DeliveryBuildings.Count == 0 ||
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Info.DeliveryBuildings.Contains(proc.Info.Name);
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}
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public Actor ClosestProc(Actor self, Actor ignore)
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{
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// Find all refineries and their occupancy count:
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var refineries = self.World.ActorsWithTrait<IAcceptResources>()
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.Where(r => r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor))
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.Select(r => new
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{
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Location = r.Actor.Location + r.Trait.DeliveryOffset,
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Actor = r.Actor,
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Occupancy = self.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == r.Actor).Count()
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}).ToLookup(r => r.Location);
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// Start a search from each refinery's delivery location:
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List<CPos> path;
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using (var search = PathSearch.FromPoints(self.World, mobile.Locomotor, self, refineries.Select(r => r.Key), self.Location, BlockedByActor.None)
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.WithCustomCost(location =>
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{
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if (!refineries.Contains(location))
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return 0;
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var occupancy = refineries[location].First().Occupancy;
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// Too many harvesters clogs up the refinery's delivery location:
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if (occupancy >= Info.MaxUnloadQueue)
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return PathGraph.CostForInvalidCell;
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// Prefer refineries with less occupancy (multiplier is to offset distance cost):
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return occupancy * Info.UnloadQueueCostModifier;
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}))
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path = self.World.WorldActor.Trait<IPathFinder>().FindPath(search);
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if (path.Count != 0)
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return refineries[path.Last()].First().Actor;
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return null;
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}
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public bool IsFull => contents.Values.Sum() == Info.Capacity;
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public bool IsEmpty => contents.Values.Sum() == 0;
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public int Fullness => contents.Values.Sum() * 100 / Info.Capacity;
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void UpdateCondition(Actor self)
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{
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if (string.IsNullOrEmpty(Info.EmptyCondition))
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return;
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var enabled = IsEmpty;
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if (enabled && conditionToken == Actor.InvalidConditionToken)
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conditionToken = self.GrantCondition(Info.EmptyCondition);
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else if (!enabled && conditionToken != Actor.InvalidConditionToken)
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conditionToken = self.RevokeCondition(conditionToken);
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}
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public void AcceptResource(Actor self, ResourceType type)
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{
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if (!contents.ContainsKey(type.Info))
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contents[type.Info] = 1;
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else
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contents[type.Info]++;
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UpdateCondition(self);
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}
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// Returns true when unloading is complete
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public bool TickUnload(Actor self, Actor proc)
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{
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// Wait until the next bale is ready
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if (--currentUnloadTicks > 0)
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return false;
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if (contents.Keys.Count > 0)
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{
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var type = contents.First().Key;
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var iao = proc.Trait<IAcceptResources>();
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var count = Math.Min(contents[type], Info.BaleUnloadAmount);
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var value = Util.ApplyPercentageModifiers(type.ValuePerUnit * count, resourceMultipliers.Select(m => m.GetModifier()));
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if (!iao.CanGiveResource(value))
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return false;
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iao.GiveResource(value);
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contents[type] -= count;
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if (contents[type] == 0)
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contents.Remove(type);
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currentUnloadTicks = Info.BaleUnloadDelay;
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UpdateCondition(self);
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}
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return contents.Count == 0;
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}
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public bool CanHarvestCell(Actor self, CPos cell)
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{
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// Resources only exist in the ground layer
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if (cell.Layer != 0)
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return false;
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var resType = resLayer.GetResourceType(cell);
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if (resType == null)
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return false;
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// Can the harvester collect this kind of resource?
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return Info.Resources.Contains(resType.Info.Type);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<IAcceptResourcesInfo>(
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"Deliver",
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5,
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Info.EnterCursor,
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Info.EnterBlockedCursor,
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(proc, _) => IsAcceptableProcType(proc),
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proc => proc.Trait<IAcceptResources>().AllowDocking);
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yield return new HarvestOrderTargeter();
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "Deliver" || order.OrderID == "Harvest")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "Harvest")
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return Info.HarvestVoice;
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if (order.OrderString == "Deliver" && !IsEmpty)
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return Info.DeliverVoice;
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Harvest")
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{
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// NOTE: An explicit harvest order allows the harvester to decide which refinery to deliver to.
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LinkProc(self, null);
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CPos loc;
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if (order.Target.Type != TargetType.Invalid)
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{
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// Find the nearest claimable cell to the order location (useful for group-select harvest):
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var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
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loc = mobile.NearestCell(cell, p => mobile.CanEnterCell(p) && claimLayer.TryClaimCell(self, p), 1, 6);
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}
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else
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{
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// A bot order gives us a CPos.Zero TargetLocation.
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loc = self.Location;
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}
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// FindResources takes care of calling INotifyHarvesterAction
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self.QueueActivity(order.Queued, new FindAndDeliverResources(self, loc));
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self.ShowTargetLines();
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}
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else if (order.OrderString == "Deliver")
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{
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// Deliver orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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if (order.Target.Type != TargetType.Actor)
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return;
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var targetActor = order.Target.Actor;
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var iao = targetActor.TraitOrDefault<IAcceptResources>();
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if (iao == null || !iao.AllowDocking || !IsAcceptableProcType(targetActor))
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return;
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self.QueueActivity(order.Queued, new FindAndDeliverResources(self, targetActor));
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self.ShowTargetLines();
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}
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}
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int ISpeedModifier.GetSpeedModifier()
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{
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return 100 - (100 - Info.FullyLoadedSpeed) * contents.Values.Sum() / Info.Capacity;
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}
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class HarvestOrderTargeter : IOrderTargeter
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{
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public string OrderID => "Harvest";
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public int OrderPriority => 10;
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public bool IsQueued { get; protected set; }
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public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers) { return true; }
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public bool CanTarget(Actor self, in Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Terrain)
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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var location = self.World.Map.CellContaining(target.CenterPosition);
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// Don't leak info about resources under the shroud
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if (!self.Owner.Shroud.IsExplored(location))
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return false;
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var info = self.Info.TraitInfo<HarvesterInfo>();
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var res = self.World.WorldActor.TraitsImplementing<ResourceRenderer>()
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.Select(r => r.GetRenderedResourceType(location))
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.FirstOrDefault(r => r != null && info.Resources.Contains(r.Info.Type));
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if (res == null)
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return false;
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cursor = "harvest";
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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return true;
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}
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}
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}
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}
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