Files
OpenRA/OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs
RoosterDragon de8317d9b8 Harvesters prefer ore near to the refinery.
When searching for ore, harvesters will prefer ore close to their refinery, the dockPos. However this only works when this is set, and is was not being set when expected. Fixing this prevents harvesters moving in straight lines, particularly when the ore is to the left of the refinery, which is the default path search direction.

Fixes a regression from d0974cfdd2.
2025-03-16 10:39:47 +00:00

264 lines
8.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FindAndDeliverResources : Activity
{
readonly Harvester harv;
readonly HarvesterInfo harvInfo;
readonly Mobile mobile;
readonly ResourceClaimLayer claimLayer;
readonly DockClientManager dockClient;
readonly MoveCooldownHelper moveCooldownHelper;
CPos? orderLocation;
CPos? lastHarvestedCell;
bool hasDeliveredLoad;
bool hasHarvestedCell;
bool hasWaited;
public bool LastSearchFailed { get; private set; }
public FindAndDeliverResources(Actor self, CPos? orderLocation = null)
{
harv = self.Trait<Harvester>();
harvInfo = self.Info.TraitInfo<HarvesterInfo>();
dockClient = self.Trait<DockClientManager>();
mobile = self.Trait<Mobile>();
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
moveCooldownHelper = new MoveCooldownHelper(self.World, mobile) { RetryIfDestinationBlocked = true };
if (orderLocation.HasValue)
this.orderLocation = orderLocation.Value;
}
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)
{
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(new MoveToDock(self, dockLineColor: dockClient.DockLineColor));
}
}
public override bool Tick(Actor self)
{
if (IsCanceling || harv.IsTraitDisabled)
return true;
if (NextActivity != null)
{
// Interrupt automated harvesting after clearing the first cell.
if (!harvInfo.QueueFullLoad && (hasHarvestedCell || LastSearchFailed))
return true;
// Interrupt automated harvesting after first complete harvest cycle.
if (hasDeliveredLoad || harv.IsFull)
return true;
}
// Are we full or have nothing more to gather? Deliver resources.
if (harv.IsFull || (!harv.IsEmpty && LastSearchFailed))
{
// If we are reserved it means docking was already initiated and we should wait.
if (harv.DockClientManager.ReservedHost != null)
return false;
QueueChild(new MoveToDock(self, dockLineColor: dockClient.DockLineColor));
hasDeliveredLoad = true;
}
// After a failed search, wait and sit still for a bit before searching again.
if (LastSearchFailed && !hasWaited)
{
QueueChild(new Wait(harv.Info.WaitDuration));
hasWaited = true;
return false;
}
hasWaited = false;
// Scan for resources. If no resources are found near the current field, search near the refinery
// instead. If that doesn't help, give up for now.
var closestHarvestableCell = ClosestHarvestablePos(self);
if (!closestHarvestableCell.HasValue)
{
if (lastHarvestedCell != null)
{
lastHarvestedCell = null; // Forces search from backup position.
closestHarvestableCell = ClosestHarvestablePos(self);
LastSearchFailed = !closestHarvestableCell.HasValue;
}
else
LastSearchFailed = true;
}
else
LastSearchFailed = false;
var result = moveCooldownHelper.Tick(false);
if (result != null)
return result.Value;
// If no harvestable position could be found and we are at the refinery, get out of the way
// of the refinery entrance.
if (LastSearchFailed)
{
var lastproc = harv.DockClientManager?.LastReservedHost;
if (lastproc != null)
{
var deliveryLoc = self.World.Map.CellContaining(lastproc.DockPosition);
if (self.Location == deliveryLoc && harv.IsEmpty)
{
var unblockCell = deliveryLoc + harv.Info.UnblockCell;
var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
moveCooldownHelper.NotifyMoveQueued();
QueueChild(mobile.MoveTo(moveTo, 1));
}
}
return false;
}
// If we get here, our search for resources was successful. Commence harvesting.
moveCooldownHelper.NotifyMoveQueued();
QueueChild(new HarvestResource(self, closestHarvestableCell.Value));
lastHarvestedCell = closestHarvestableCell.Value;
hasHarvestedCell = true;
return false;
}
/// <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.Location) && claimLayer.CanClaimCell(self, self.Location))
return self.Location;
}
else
{
if (harv.CanHarvestCell(orderLocation.Value) && claimLayer.CanClaimCell(self, orderLocation.Value))
return orderLocation;
orderLocation = null;
}
// Determine where to search from and how far to search:
// Prioritise search by these locations in this order: lastHarvestedCell -> lastLinkedDock -> self.
CPos searchFromLoc;
int searchRadius;
var dockPos = harv.DockClientManager?.LastReservedHost?.DockPosition;
if (lastHarvestedCell.HasValue)
{
searchRadius = harvInfo.SearchFromHarvesterRadius;
searchFromLoc = lastHarvestedCell.Value;
}
else
{
searchRadius = harvInfo.SearchFromProcRadius;
if (dockPos != null)
searchFromLoc = self.World.Map.CellContaining(dockPos.Value);
else
searchFromLoc = self.Location;
}
var searchRadiusSquared = searchRadius * searchRadius;
var map = self.World.Map;
var harvPos = self.CenterPosition;
// Find any harvestable resources:
var path = mobile.PathFinder.FindPathToTargetCellByPredicate(
self,
new[] { searchFromLoc, self.Location },
loc =>
harv.CanHarvestCell(loc) &&
claimLayer.CanClaimCell(self, loc),
BlockedByActor.Stationary,
loc =>
{
if ((loc - searchFromLoc).LengthSquared > searchRadiusSquared)
return PathGraph.PathCostForInvalidPath;
// Add a cost modifier to harvestable cells to prefer resources that are closer to the refinery.
// This reduces the tendency for harvesters to move in straight lines
if (dockPos.HasValue && harvInfo.ResourceRefineryDirectionPenalty > 0 && harv.CanHarvestCell(loc))
{
var pos = map.CenterOfCell(loc);
// Calculate harv-cell-refinery angle (cosine rule)
var b = pos - dockPos.Value;
if (b != WVec.Zero)
{
var c = pos - harvPos;
if (c != WVec.Zero)
{
var a = harvPos - dockPos.Value;
var cosA = (int)(512 * (b.LengthSquared + c.LengthSquared - a.LengthSquared) / b.Length / c.Length);
// Cost modifier varies between 0 and ResourceRefineryDirectionPenalty
return Math.Abs(harvInfo.ResourceRefineryDirectionPenalty / 2) + harvInfo.ResourceRefineryDirectionPenalty * cosA / 2048;
}
}
}
return 0;
});
if (path.Count > 0)
return path[0];
return null;
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return Target.FromCell(self.World, self.Location);
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (ChildActivity != null)
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
if (orderLocation != null)
yield return new TargetLineNode(Target.FromCell(self.World, orderLocation.Value), harvInfo.HarvestLineColor);
else
{
var manager = harv.DockClientManager;
if (manager?.ReservedHostActor != null)
yield return new TargetLineNode(Target.FromActor(manager.ReservedHostActor), manager.DockLineColor);
}
}
}
}