Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
466 lines
17 KiB
C#
466 lines
17 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.Frozen;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Activities;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[TraitLocation(SystemActors.Player)]
|
|
[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.")]
|
|
public class HarvesterBotModuleInfo : ConditionalTraitInfo, NotBefore<IResourceLayerInfo>, NotBefore<ResourceMapBotModuleInfo>
|
|
{
|
|
[Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
|
|
"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
|
|
public readonly FrozenSet<string> HarvesterTypes = FrozenSet<string>.Empty;
|
|
|
|
[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
|
|
public readonly FrozenSet<string> RefineryTypes = FrozenSet<string>.Empty;
|
|
|
|
[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
|
|
public readonly int ScanForIdleHarvestersInterval = 50;
|
|
|
|
[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
|
|
public readonly int ScanForLowEffectHarvestersInterval = 433;
|
|
|
|
[Desc("When an idle harvester cannot find resources, increase the wait to this many scan intervals.")]
|
|
public readonly int ScanIntervalMultiplerWhenNoResources = 5;
|
|
|
|
[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
|
|
public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(10);
|
|
|
|
[Desc("For each enemy within the threat radius, apply the following cost multiplier for every cell that needs to be moved through.")]
|
|
public readonly int HarvesterEnemyAvoidanceCostMultipler = 20;
|
|
|
|
[Desc("How many resource cells should a harvester response for.")]
|
|
public readonly int ResourceCellsPerHarvester = 4;
|
|
|
|
[Desc("How many harvester should player owned at least.")]
|
|
public readonly int InitialHarvesters = 4;
|
|
|
|
public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); }
|
|
}
|
|
|
|
public class HarvesterBotModule : ConditionalTrait<HarvesterBotModuleInfo>, IBotTick, IBotRespondToAttack, INotifyActorDisposing, IWorldLoaded
|
|
{
|
|
sealed class HarvesterTraitWrapper
|
|
{
|
|
public readonly Actor Actor;
|
|
public readonly Harvester Harvester;
|
|
public readonly DockClientManager DockClientManager;
|
|
public readonly Parachutable Parachutable;
|
|
public readonly Mobile Mobile;
|
|
public int NoResourcesCooldown { get; set; }
|
|
|
|
public HarvesterTraitWrapper(Actor actor)
|
|
{
|
|
Actor = actor;
|
|
Harvester = actor.Trait<Harvester>();
|
|
DockClientManager = actor.Trait<DockClientManager>();
|
|
Parachutable = actor.TraitOrDefault<Parachutable>();
|
|
Mobile = actor.TraitOrDefault<Mobile>();
|
|
}
|
|
}
|
|
|
|
readonly World world;
|
|
readonly Player player;
|
|
readonly Func<Actor, bool> unitCannotBeOrdered;
|
|
readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = [];
|
|
readonly Stack<HarvesterTraitWrapper> harvestersNeedingOrders = [];
|
|
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineries;
|
|
readonly ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo> harvestersIndex;
|
|
readonly Dictionary<CPos, string> resourceTypesByCell = [];
|
|
|
|
IResourceLayer resourceLayer;
|
|
ResourceClaimLayer claimLayer;
|
|
IBotRequestUnitProduction[] requestUnitProduction;
|
|
ResourceMapBotModule resourceMapModule;
|
|
|
|
int scanForLowEffectHarvestersTicks;
|
|
int scanForIdleHarvestersTicks;
|
|
int respondToAttackCooldown = 40; // prevent too many responses to the same wave of attacks
|
|
bool firstTick = true;
|
|
|
|
public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info)
|
|
: base(info)
|
|
{
|
|
world = self.World;
|
|
player = self.Owner;
|
|
unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
|
|
refineries = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
|
|
harvestersIndex = new ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo>(world, info.HarvesterTypes, player);
|
|
}
|
|
|
|
protected override void Created(Actor self)
|
|
{
|
|
requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
|
|
resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
|
|
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
|
|
}
|
|
|
|
public void WorldLoaded(World w, WorldRenderer wr)
|
|
{
|
|
if (resourceLayer != null)
|
|
{
|
|
foreach (var cell in w.Map.AllCells)
|
|
{
|
|
var resource = resourceLayer.GetResource(cell);
|
|
if (resource.Type != null)
|
|
resourceTypesByCell.Add(cell, resource.Type);
|
|
}
|
|
|
|
resourceLayer.CellChanged += ResourceCellChanged;
|
|
}
|
|
}
|
|
|
|
void ResourceCellChanged(CPos cell, string resourceType)
|
|
{
|
|
if (resourceType == null)
|
|
resourceTypesByCell.Remove(cell);
|
|
else
|
|
resourceTypesByCell[cell] = resourceType;
|
|
}
|
|
|
|
protected override void TraitEnabled(Actor self)
|
|
{
|
|
// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
|
|
scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval);
|
|
scanForLowEffectHarvestersTicks = world.LocalRandom.Next(Info.ScanForLowEffectHarvestersInterval);
|
|
}
|
|
|
|
void IBotTick.BotTick(IBot bot)
|
|
{
|
|
respondToAttackCooldown--;
|
|
|
|
if (resourceLayer == null || resourceLayer.IsEmpty)
|
|
return;
|
|
|
|
if (firstTick)
|
|
{
|
|
resourceMapModule = bot.Player.PlayerActor.TraitsImplementing<ResourceMapBotModule>().FirstOrDefault(t => t.IsTraitEnabled());
|
|
firstTick = false;
|
|
}
|
|
|
|
// Find idle harvesters and give them orders:
|
|
// PERF: FindNextResource is expensive, so only perform one search per tick.
|
|
var searchedForResources = false;
|
|
while (harvestersNeedingOrders.TryPop(out var hno) && !searchedForResources)
|
|
searchedForResources = HarvestIfAble(bot, hno);
|
|
|
|
if (--scanForIdleHarvestersTicks <= 0)
|
|
{
|
|
scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
|
|
FindIdleHarvester();
|
|
|
|
// Less harvesters than refineries - build a new harvester
|
|
var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault();
|
|
if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
|
|
{
|
|
var harvsNum = AIUtils.CountActorByCommonName(harvestersIndex);
|
|
var harvCountTooLow = harvsNum < Info.InitialHarvesters || harvsNum < AIUtils.CountActorByCommonName(refineries);
|
|
if (harvCountTooLow)
|
|
{
|
|
var harvesterType = Info.HarvesterTypes.Random(world.LocalRandom);
|
|
if (unitBuilder.RequestedProductionCount(bot, harvesterType) == 0)
|
|
unitBuilder.RequestUnitProduction(bot, harvesterType);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (--scanForLowEffectHarvestersTicks <= 0)
|
|
{
|
|
scanForLowEffectHarvestersTicks = Info.ScanForLowEffectHarvestersInterval;
|
|
if (resourceMapModule != null)
|
|
FindAndOrderLowEffectHarvesterOnResourceMap(bot);
|
|
}
|
|
}
|
|
|
|
void FindAndOrderLowEffectHarvesterOnResourceMap(IBot bot)
|
|
{
|
|
CPos? worstEffectIndice = null;
|
|
var worstEffectHarvesterCount = int.MaxValue;
|
|
|
|
var lackHarvesterIndices = new List<(int Attraction, int LackHarvs, CPos ResoueceCenter)>();
|
|
|
|
/*
|
|
* indiceSideLengthSquare (which is equal to indiceSideLength * indiceSideLength) is used as the basic unit to calculate the attraction of a candidate,
|
|
* we compare the attraction on the same scale on different factors, such as ally refinery within range or threats nearby.
|
|
* Note: this function requires an enabled resourceMapModule.
|
|
*/
|
|
|
|
var indiceSideLengthSquare = resourceMapModule.GetIndiceSideLength() * resourceMapModule.GetIndiceSideLength();
|
|
|
|
for (var i = 0; i < resourceMapModule.GetIndicesLength(); i++)
|
|
{
|
|
var baseIndice = resourceMapModule.GetIndice(i);
|
|
|
|
// Initial attraction is indiceSideLengthSquare >> 5
|
|
var attraction = indiceSideLengthSquare >> 5;
|
|
|
|
attraction += baseIndice.ResourceCellsCount - baseIndice.PlayerHarvetserCount * Info.ResourceCellsPerHarvester;
|
|
|
|
var lackHarvs = attraction > 0 ? attraction / Info.ResourceCellsPerHarvester : (attraction == 0 && baseIndice.ResourceCellsCount > 0 ? 1 : -1);
|
|
|
|
// Reduce the attraction of resource cells count
|
|
attraction >>= 1;
|
|
|
|
if (baseIndice.PlayerRefineryCount <= 0 && lackHarvs > 0)
|
|
lackHarvs = 1;
|
|
|
|
// If there is enemy in indice, reduce attraction by indiceSideLengthSquare << 4
|
|
// If there is enemy in the nearby indices. reduce attraction by indiceSideLengthSquare >> 5 (equals to initial attraction)
|
|
if (baseIndice.EnemyBaseCount > 0 || baseIndice.EnemyUnitCount > 0)
|
|
attraction -= indiceSideLengthSquare << 4;
|
|
else
|
|
{
|
|
var (indiceCount, nearbyEnemy, nearbyEnemyBase) = resourceMapModule.GetNearbyIndicesThreat(i);
|
|
if (nearbyEnemyBase + nearbyEnemy > 0)
|
|
attraction -= indiceSideLengthSquare >> 5;
|
|
}
|
|
|
|
if (baseIndice.PlayerRefineryCount > 0)
|
|
attraction += indiceSideLengthSquare;
|
|
|
|
if (baseIndice.ResourceCellsCount > 0 && attraction > 0 && lackHarvs > 0)
|
|
lackHarvesterIndices.Add((attraction, lackHarvs, baseIndice.ResourceCellsCenter));
|
|
|
|
if (lackHarvs < worstEffectHarvesterCount && lackHarvs < 0)
|
|
{
|
|
worstEffectHarvesterCount = lackHarvs;
|
|
worstEffectIndice = baseIndice.IndiceCenter;
|
|
}
|
|
}
|
|
|
|
if (worstEffectIndice == null)
|
|
return;
|
|
|
|
var harvestersCanAssign = -worstEffectHarvesterCount;
|
|
|
|
// Try to find a new resource patch for the worst effect harvester
|
|
var searchRadius = resourceMapModule.GetIndiceScanRadius();
|
|
|
|
var harvesters = world.FindActorsInCircle(world.Map.CenterOfCell(worstEffectIndice.Value), WDist.FromCells(searchRadius))
|
|
.Where(a => a.Owner == player && resourceMapModule.Info.HarvesterTypes.Contains(a.Info.Name)).ToList();
|
|
|
|
var pathDistanceSquareFactor = resourceMapModule.GetIndiceRowCount() * resourceMapModule.GetIndiceRowCount()
|
|
+ resourceMapModule.GetIndiceColumnCount() * resourceMapModule.GetIndiceColumnCount();
|
|
|
|
harvestersCanAssign = Math.Min(harvestersCanAssign, harvesters.Count - 1);
|
|
if (harvestersCanAssign > 0)
|
|
{
|
|
foreach (var (_, lackHarvs, resourceCenter) in
|
|
lackHarvesterIndices.OrderByDescending(d => d.Attraction - (harvesters[0].Location - d.ResoueceCenter).LengthSquared / pathDistanceSquareFactor))
|
|
{
|
|
if (harvestersCanAssign <= 0)
|
|
break;
|
|
|
|
var needHarvs = lackHarvs;
|
|
var nearbyResources = world.Map.FindTilesInAnnulus(resourceCenter, 0, resourceMapModule.GetIndiceScanRadius())
|
|
.Where(c => resourceMapModule.Info.ValuableResourceTypes.Contains(resourceLayer.GetResource(c).Type)
|
|
&& (harvesters[0].Location - resourceCenter).LengthSquared >= (c - harvesters[0].Location).LengthSquared).ToArray();
|
|
|
|
if (nearbyResources.Length <= 0 || needHarvs <= 0)
|
|
continue;
|
|
|
|
var usedHarvs = new HashSet<Actor>();
|
|
foreach (var harv in harvesters)
|
|
{
|
|
if (needHarvs <= 0 || harvestersCanAssign <= 0)
|
|
break;
|
|
|
|
var parach = harv.TraitOrDefault<Parachutable>();
|
|
if (parach != null && parach.IsInAir)
|
|
{
|
|
harvestersCanAssign--;
|
|
usedHarvs.Add(harv);
|
|
continue;
|
|
}
|
|
|
|
var mobile = harv.TraitOrDefault<Mobile>();
|
|
if (mobile != null)
|
|
{
|
|
var tcell = nearbyResources.Random(world.LocalRandom);
|
|
if (mobile.PathFinder.PathMightExistForLocomotorBlockedByImmovable(mobile.Locomotor, harv.Location, tcell))
|
|
{
|
|
bot.QueueOrder(new Order("Harvest", harv, Target.FromCell(world, tcell), false));
|
|
needHarvs--;
|
|
harvestersCanAssign--;
|
|
usedHarvs.Add(harv);
|
|
}
|
|
else
|
|
{
|
|
if (needHarvs > 1)
|
|
needHarvs = 1;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bot.QueueOrder(new Order("Harvest", harv, Target.FromCell(world, nearbyResources.Random(world.LocalRandom)), false));
|
|
needHarvs--;
|
|
harvestersCanAssign--;
|
|
usedHarvs.Add(harv);
|
|
}
|
|
}
|
|
|
|
harvesters.RemoveAll(usedHarvs.Contains);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FindIdleHarvester()
|
|
{
|
|
var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
|
|
foreach (var a in toRemove)
|
|
harvesters.Remove(a);
|
|
|
|
// Find new harvesters
|
|
var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a));
|
|
foreach (var a in newHarvesters)
|
|
harvesters[a] = new HarvesterTraitWrapper(a);
|
|
|
|
harvestersNeedingOrders.Clear();
|
|
foreach (var h in harvesters)
|
|
harvestersNeedingOrders.Push(h.Value);
|
|
}
|
|
|
|
// Returns true if FindNextResource was called.
|
|
bool HarvestIfAble(IBot bot, HarvesterTraitWrapper h)
|
|
{
|
|
if (h.Actor.IsDead || !h.Actor.IsInWorld || h.Mobile == null)
|
|
return false;
|
|
|
|
if (!h.Actor.IsIdle)
|
|
{
|
|
// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
|
|
if (h.Actor.CurrentActivity is not FindAndDeliverResources act || !act.LastSearchFailed)
|
|
return false;
|
|
}
|
|
|
|
if (h.NoResourcesCooldown > 1)
|
|
{
|
|
h.NoResourcesCooldown--;
|
|
return false;
|
|
}
|
|
|
|
if (h.Parachutable != null && h.Parachutable.IsInAir)
|
|
return false;
|
|
|
|
// Tell the idle harvester to quit slacking:
|
|
var newSafeResourcePatch = FindNextResource(h.Actor, h);
|
|
AIUtils.BotDebug($"AI: Harvester {h.Actor} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
|
|
if (newSafeResourcePatch.Type != TargetType.Invalid)
|
|
bot.QueueOrder(new Order("Harvest", h.Actor, newSafeResourcePatch, false));
|
|
else
|
|
h.NoResourcesCooldown = Info.ScanIntervalMultiplerWhenNoResources;
|
|
|
|
return true;
|
|
}
|
|
|
|
Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
|
|
{
|
|
// Prefer resource nearby to the nearest drop off point, otherwise scan from the current location.
|
|
var scanFromActor = harv.DockClientManager.ClosestDock(null, ignoreOccupancy: true)?.Actor ?? actor;
|
|
|
|
var targets = resourceTypesByCell
|
|
.Where(kvp =>
|
|
harv.Harvester.Info.Resources.Contains(kvp.Value) &&
|
|
claimLayer.CanClaimCell(actor, kvp.Key))
|
|
.Select(kvp => kvp.Key);
|
|
|
|
var avoidanceCostForBin = new Dictionary<int2, int>();
|
|
var cellRadius = Info.HarvesterEnemyAvoidanceRadius.Length / 1024;
|
|
var minCellCost = harv.Mobile.Locomotor.Info.TerrainSpeeds.Values.Min(ti => ti.Cost);
|
|
var cellCostMultiplier = Info.HarvesterEnemyAvoidanceCostMultipler;
|
|
|
|
static int2 CellToBin(CPos cell, int cellRadius)
|
|
{
|
|
return new int2(
|
|
cell.X / cellRadius,
|
|
cell.Y / cellRadius);
|
|
}
|
|
|
|
static int CalculateAvoidanceCostForBin(World world, int2 bin, int cellRadius, Actor actor, int minCellCost, int cellCostMultipler)
|
|
{
|
|
// Bins are overlapping, this allows actors to apply threat in both directions when they're at the edge.
|
|
// If the bins didn't overlap, actors along the edge of a bin only affect that bin, and not the bin next to it,
|
|
// despite the fact the are an equal risk to both.
|
|
var r = WDist.FromCells(cellRadius);
|
|
var vec = new WVec(r, r, WDist.Zero);
|
|
var originCell = new CPos(bin.X * cellRadius + cellRadius / 2, bin.Y * cellRadius + cellRadius / 2);
|
|
var origin = world.Map.CenterOfCell(originCell);
|
|
var threatActors = world.ActorMap.ActorsInBox(origin - vec, origin + vec)
|
|
.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy);
|
|
|
|
// For each actor in the threat radius, every cell we want to move is an extra cost than a threat-free area.
|
|
return threatActors.Count() * minCellCost * cellCostMultipler;
|
|
}
|
|
|
|
var path = harv.Mobile.PathFinder.FindPathToTargetCells(
|
|
actor, scanFromActor.Location, targets, BlockedByActor.Stationary,
|
|
loc =>
|
|
{
|
|
// Avoid areas with enemies.
|
|
var bin = CellToBin(loc, cellRadius);
|
|
if (avoidanceCostForBin.TryGetValue(bin, out var avoidanceCost))
|
|
return avoidanceCost;
|
|
|
|
// PERF: Calculate a "bin" for a threat area.
|
|
// This allows future custom cost checks to reuse the result for that area,
|
|
// rather than calculating it fresh for every cell explored for the path.
|
|
avoidanceCost = CalculateAvoidanceCostForBin(world, bin, cellRadius, actor, minCellCost, cellCostMultiplier);
|
|
avoidanceCostForBin.Add(bin, avoidanceCost);
|
|
return avoidanceCost;
|
|
});
|
|
|
|
if (path.Count == 0)
|
|
return Target.Invalid;
|
|
|
|
return Target.FromCell(world, path[0]);
|
|
}
|
|
|
|
void INotifyActorDisposing.Disposing(Actor self)
|
|
{
|
|
refineries.Dispose();
|
|
harvestersIndex.Dispose();
|
|
|
|
if (resourceLayer != null)
|
|
resourceLayer.CellChanged -= ResourceCellChanged;
|
|
}
|
|
|
|
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)
|
|
{
|
|
if (respondToAttackCooldown > 0 || !Info.HarvesterTypes.Contains(self.Info.Name)
|
|
|| e.Attacker == null || e.Attacker.IsDead || !e.Attacker.AppearsHostileTo(self))
|
|
return;
|
|
|
|
var parach = self.TraitOrDefault<Parachutable>();
|
|
if (parach != null && parach.IsInAir)
|
|
return;
|
|
|
|
var dockClientManager = self.Trait<DockClientManager>();
|
|
if (dockClientManager.ReservedHostActor != null)
|
|
return;
|
|
|
|
respondToAttackCooldown = 30;
|
|
var scanFromActor = dockClientManager.ClosestDock(null, forceEnter: true, ignoreOccupancy: true)?.Actor;
|
|
if (scanFromActor != null)
|
|
bot.QueueOrder(new Order("Dock", self, Target.FromActor(scanFromActor), false));
|
|
}
|
|
}
|
|
}
|