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OpenRA/OpenRA.Mods.Common/Traits/BotModules/HarvesterBotModule.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

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));
}
}
}