Files
OpenRA/OpenRA.Mods.Common/Activities/FindAndDeliverResources.cs
2022-05-28 00:35:10 -05:00

258 lines
8.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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;
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;
Actor deliverActor;
CPos? orderLocation;
CPos? lastHarvestedCell;
bool hasDeliveredLoad;
bool hasHarvestedCell;
bool hasWaited;
public bool LastSearchFailed { get; private set; }
public FindAndDeliverResources(Actor self, Actor deliverActor = null)
{
harv = self.Trait<Harvester>();
harvInfo = self.Info.TraitInfo<HarvesterInfo>();
mobile = self.Trait<Mobile>();
claimLayer = self.World.WorldActor.Trait<ResourceClaimLayer>();
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)
{
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 DeliverResources(self));
}
// If an explicit "deliver" order is given, the harvester goes immediately to the refinery.
if (deliverActor != null)
{
QueueChild(new DeliverResources(self, deliverActor));
hasDeliveredLoad = true;
deliverActor = null;
}
}
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))
{
QueueChild(new DeliverResources(self));
hasDeliveredLoad = true;
return false;
}
// 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;
// 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.LastLinkedProc ?? harv.LinkedProc;
if (lastproc != null && !lastproc.Disposed)
{
var deliveryLoc = lastproc.Location + lastproc.Trait<IAcceptResources>().DeliveryOffset;
if (self.Location == deliveryLoc && harv.IsEmpty)
{
var unblockCell = deliveryLoc + harv.Info.UnblockCell;
var moveTo = mobile.NearestMoveableCell(unblockCell, 1, 5);
QueueChild(mobile.MoveTo(moveTo, 1));
}
}
return false;
}
// If we get here, our search for resources was successful. Commence harvesting.
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:
var procLoc = GetSearchFromProcLocation();
var searchFromLoc = lastHarvestedCell ?? procLoc ?? self.Location;
var searchRadius = lastHarvestedCell.HasValue ? harvInfo.SearchFromHarvesterRadius : harvInfo.SearchFromProcRadius;
var searchRadiusSquared = searchRadius * searchRadius;
var map = self.World.Map;
var procPos = procLoc.HasValue ? (WPos?)map.CenterOfCell(procLoc.Value) : null;
var harvPos = self.CenterPosition;
// Find any harvestable resources:
var path = mobile.PathFinder.FindUnitPathToTargetCellByPredicate(
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 (procPos.HasValue && harvInfo.ResourceRefineryDirectionPenalty > 0 && harv.CanHarvestCell(loc))
{
var pos = map.CenterOfCell(loc);
// Calculate harv-cell-refinery angle (cosine rule)
var b = pos - procPos.Value;
if (b != WVec.Zero)
{
var c = pos - harvPos;
if (c != WVec.Zero)
{
var a = harvPos - procPos.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 if (deliverActor != null)
yield return new TargetLineNode(Target.FromActor(deliverActor), harvInfo.DeliverLineColor);
}
CPos? GetSearchFromProcLocation()
{
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 null;
}
}
}