(1ac786058) AIObjectiveRescueAll now inherits AIObjectiveLoop. Implement reporting on rescue targets. Fix reporting not checking that the targets were in the current hull.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:39:07 +03:00
parent b3e9910f4f
commit c583181e3b
13 changed files with 312 additions and 285 deletions
@@ -1,67 +1,49 @@
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
// TODO: Refactor using AIObjectiveLoop class.
class AIObjectiveRescueAll : AIObjective
class AIObjectiveRescueAll : AIObjectiveLoop<Character>
{
public override string DebugTag => "rescue all";
//only treat characters whose vitality is below this (0.8 = 80% of max vitality)
public const float VitalityThreshold = 0.8f;
private List<Character> rescueTargets;
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRescueAll;
protected override void FindTargets()
{
rescueTargets = new List<Character>();
base.FindTargets();
if (targets.None() && objectiveManager.CurrentOrder == this)
{
character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets", 30.0f);
}
}
public override bool IsDuplicate(AIObjective otherObjective)
protected override bool Filter(Character target)
{
if (target == null || target.IsDead || target.Removed) { return false; }
if (target == character) { return false; }
if (target.Submarine != character.Submarine) { return false; }
if (target.CurrentHull == null && character.Submarine != null) { return false; }
if (target.Vitality / target.MaxVitality > VitalityThreshold) { return false; }
if (HumanAIController == null || !HumanAIController.IsFriendly(target)) { return false; }
return true;
}
public override float GetPriority()
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
protected override float TargetEvaluation()
{
// TODO: review
if (character.Submarine == null) { return 0; }
GetRescueTargets();
if (!rescueTargets.Any()) { return 0.0f; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
//if there are targets to rescue, the priority is slightly less
//than the priority of explicit orders given to the character
return AIObjectiveManager.OrderPriority - 5.0f;
// TODO: sorting criteria
return 100;
}
private void GetRescueTargets()
{
rescueTargets = Character.CharacterList.FindAll(c =>
c.AIController is HumanAIController &&
c.TeamID == character.TeamID &&
c != character &&
!c.IsDead &&
HumanAIController.IsFriendly(c) &&
c.Vitality / c.MaxVitality < VitalityThreshold);
}
protected override void Act(float deltaTime)
{
foreach (Character target in rescueTargets)
{
AddSubObjective(new AIObjectiveRescue(character, target, objectiveManager));
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
}
}