(81244db07) Implement AIObjectiveFightIntruders.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:21:03 +03:00
parent 88de435487
commit 1e200722ae
15 changed files with 194 additions and 228 deletions
@@ -14,7 +14,7 @@ namespace Barotrauma
// Constantly increases the priority of the selected objective, unless overridden
public const float baseDevotion = 2;
public List<AIObjective> Objectives { get; private set; }
public List<AIObjective> Objectives { get; private set; } = new List<AIObjective>();
private Character character;
@@ -26,10 +26,11 @@ namespace Barotrauma
public AIObjective CurrentOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; }
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
public AIObjectiveManager(Character character)
{
this.character = character;
Objectives = new List<AIObjective>();
CreateAutomaticObjectives();
}
@@ -56,6 +57,7 @@ namespace Barotrauma
foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
if (orderPrefab == null) { throw new Exception("Could not find a matching prefab by ai tag: " + automaticOrder.aiTag); }
// TODO: Similar code is used in CrewManager:815-> DRY
var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
@@ -174,8 +176,6 @@ namespace Barotrauma
}
}
// TODO: attack enemies : new AIObjectiveCombat(Character, attacker, AIObjectiveCombat.CombatMode.Offensive, objectiveManager);
public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
{
if (order == null) { return null; }
@@ -213,7 +213,10 @@ namespace Barotrauma
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
break;
case "extinguishfires":
newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier: priorityModifier);
newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
break;
case "fightintruders":
newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
break;
case "steer":
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();