Target.Invalid acts like a NaN, and will not compare equal with itself. Compare against the TargetType instead, which performs the intended comparison.
278 lines
10 KiB
C#
278 lines
10 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Graphics;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[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.")]
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public class HarvesterBotModuleInfo : ConditionalTraitInfo, NotBefore<IResourceLayerInfo>
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{
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[Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
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"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> HarvesterTypes = new();
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[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
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public readonly HashSet<string> RefineryTypes = new();
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[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
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public readonly int ScanForIdleHarvestersInterval = 50;
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[Desc("When an idle harvester cannot find resources, increase the wait to this many scan intervals.")]
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public readonly int ScanIntervalMultiplerWhenNoResources = 5;
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[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
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public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(10);
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[Desc("For each enemy within the threat radius, apply the following cost multiplier for every cell that needs to be moved through.")]
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public readonly int HarvesterEnemyAvoidanceCostMultipler = 20;
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public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); }
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}
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public class HarvesterBotModule : ConditionalTrait<HarvesterBotModuleInfo>, IBotTick, INotifyActorDisposing, IWorldLoaded
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{
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sealed class HarvesterTraitWrapper
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{
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public readonly Actor Actor;
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public readonly Harvester Harvester;
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public readonly DockClientManager DockClientManager;
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public readonly Parachutable Parachutable;
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public readonly Mobile Mobile;
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public int NoResourcesCooldown { get; set; }
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public HarvesterTraitWrapper(Actor actor)
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{
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Actor = actor;
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Harvester = actor.Trait<Harvester>();
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DockClientManager = actor.Trait<DockClientManager>();
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Parachutable = actor.TraitOrDefault<Parachutable>();
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Mobile = actor.TraitOrDefault<Mobile>();
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}
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}
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readonly World world;
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readonly Player player;
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readonly Func<Actor, bool> unitCannotBeOrdered;
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readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new();
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readonly Stack<HarvesterTraitWrapper> harvestersNeedingOrders = new();
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readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineries;
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readonly ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo> harvestersIndex;
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readonly Dictionary<CPos, string> resourceTypesByCell = new();
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IResourceLayer resourceLayer;
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ResourceClaimLayer claimLayer;
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IBotRequestUnitProduction[] requestUnitProduction;
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int scanForIdleHarvestersTicks;
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public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info)
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: base(info)
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{
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world = self.World;
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player = self.Owner;
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unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
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refineries = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
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harvestersIndex = new ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo>(world, info.HarvesterTypes, player);
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}
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protected override void Created(Actor self)
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{
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requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
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resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
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claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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if (resourceLayer != null)
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{
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foreach (var cell in w.Map.AllCells)
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{
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var resource = resourceLayer.GetResource(cell);
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if (resource.Type != null)
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resourceTypesByCell.Add(cell, resource.Type);
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}
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resourceLayer.CellChanged += ResourceCellChanged;
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}
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}
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void ResourceCellChanged(CPos cell, string resourceType)
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{
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if (resourceType == null)
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resourceTypesByCell.Remove(cell);
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else
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resourceTypesByCell[cell] = resourceType;
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}
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protected override void TraitEnabled(Actor self)
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{
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// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
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scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval);
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}
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void IBotTick.BotTick(IBot bot)
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{
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if (resourceLayer == null || resourceLayer.IsEmpty)
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return;
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// Find idle harvesters and give them orders:
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// PERF: FindNextResource is expensive, so only perform one search per tick.
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var searchedForResources = false;
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while (harvestersNeedingOrders.TryPop(out var hno) && !searchedForResources)
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searchedForResources = HarvestIfAble(bot, hno);
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if (--scanForIdleHarvestersTicks > 0)
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return;
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var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
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foreach (var a in toRemove)
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harvesters.Remove(a);
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scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
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// Find new harvesters
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var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a));
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foreach (var a in newHarvesters)
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harvesters[a] = new HarvesterTraitWrapper(a);
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harvestersNeedingOrders.Clear();
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foreach (var h in harvesters)
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harvestersNeedingOrders.Push(h.Value);
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// Less harvesters than refineries - build a new harvester
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var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault();
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if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
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{
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var harvCountTooLow =
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AIUtils.CountActorByCommonName(harvestersIndex) <
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AIUtils.CountActorByCommonName(refineries);
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if (harvCountTooLow)
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{
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var harvesterType = Info.HarvesterTypes.Random(world.LocalRandom);
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if (unitBuilder.RequestedProductionCount(bot, harvesterType) == 0)
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unitBuilder.RequestUnitProduction(bot, harvesterType);
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}
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}
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}
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// Returns true if FindNextResource was called.
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bool HarvestIfAble(IBot bot, HarvesterTraitWrapper h)
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{
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if (h.Actor.IsDead || !h.Actor.IsInWorld || h.Mobile == null)
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return false;
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if (!h.Actor.IsIdle)
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{
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// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
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if (h.Actor.CurrentActivity is not FindAndDeliverResources act || !act.LastSearchFailed)
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return false;
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}
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if (h.NoResourcesCooldown > 1)
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{
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h.NoResourcesCooldown--;
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return false;
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}
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if (h.Parachutable != null && h.Parachutable.IsInAir)
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return false;
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// Tell the idle harvester to quit slacking:
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var newSafeResourcePatch = FindNextResource(h.Actor, h);
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AIUtils.BotDebug($"AI: Harvester {h.Actor} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
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if (newSafeResourcePatch.Type != TargetType.Invalid)
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bot.QueueOrder(new Order("Harvest", h.Actor, newSafeResourcePatch, false));
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else
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h.NoResourcesCooldown = Info.ScanIntervalMultiplerWhenNoResources;
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return true;
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}
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Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
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{
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// Prefer resource nearby to the nearest drop off point, otherwise scan from the current location.
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var scanFromActor = harv.DockClientManager.ClosestDock(null, ignoreOccupancy: true)?.Actor ?? actor;
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var targets = resourceTypesByCell
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.Where(kvp =>
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harv.Harvester.Info.Resources.Contains(kvp.Value) &&
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claimLayer.CanClaimCell(actor, kvp.Key))
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.Select(kvp => kvp.Key);
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var avoidanceCostForBin = new Dictionary<int2, int>();
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var cellRadius = Info.HarvesterEnemyAvoidanceRadius.Length / 1024;
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var minCellCost = harv.Mobile.Locomotor.Info.TerrainSpeeds.Values.Min(ti => ti.Cost);
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var cellCostMultiplier = Info.HarvesterEnemyAvoidanceCostMultipler;
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static int2 CellToBin(CPos cell, int cellRadius)
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{
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return new int2(
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cell.X / cellRadius,
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cell.Y / cellRadius);
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}
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static int CalculateAvoidanceCostForBin(World world, int2 bin, int cellRadius, Actor actor, int minCellCost, int cellCostMultipler)
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{
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// Bins are overlapping, this allows actors to apply threat in both directions when they're at the edge.
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// If the bins didn't overlap, actors along the edge of a bin only affect that bin, and not the bin next to it,
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// despite the fact the are an equal risk to both.
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var r = WDist.FromCells(cellRadius);
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var vec = new WVec(r, r, WDist.Zero);
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var originCell = new CPos(bin.X * cellRadius + cellRadius / 2, bin.Y * cellRadius + cellRadius / 2);
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var origin = world.Map.CenterOfCell(originCell);
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var threatActors = world.ActorMap.ActorsInBox(origin - vec, origin + vec)
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.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy);
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// For each actor in the threat radius, every cell we want to move is an extra cost than a threat-free area.
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return threatActors.Count() * minCellCost * cellCostMultipler;
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}
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var path = harv.Mobile.PathFinder.FindPathToTargetCells(
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actor, scanFromActor.Location, targets, BlockedByActor.Stationary,
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loc =>
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{
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// Avoid areas with enemies.
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var bin = CellToBin(loc, cellRadius);
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if (avoidanceCostForBin.TryGetValue(bin, out var avoidanceCost))
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return avoidanceCost;
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// PERF: Calculate a "bin" for a threat area.
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// This allows future custom cost checks to reuse the result for that area,
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// rather than calculating it fresh for every cell explored for the path.
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avoidanceCost = CalculateAvoidanceCostForBin(world, bin, cellRadius, actor, minCellCost, cellCostMultiplier);
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avoidanceCostForBin.Add(bin, avoidanceCost);
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return avoidanceCost;
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});
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if (path.Count == 0)
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return Target.Invalid;
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return Target.FromCell(world, path[0]);
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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refineries.Dispose();
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harvestersIndex.Dispose();
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if (resourceLayer != null)
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resourceLayer.CellChanged -= ResourceCellChanged;
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}
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}
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}
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