Crew commands
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@@ -1,4 +1,5 @@
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using System;
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using Barotrauma.Items.Components;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@@ -7,14 +8,19 @@ namespace Barotrauma
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{
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class AIObjectiveManager
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{
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const float OrderPriority = 50.0f;
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private List<AIObjective> objectives;
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private Character character;
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private AIObjective currentOrder;
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public AIObjective CurrentObjective
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{
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get
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{
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if (currentOrder != null) return currentOrder;
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return objectives.Any() ? objectives[0] : null;
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}
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}
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@@ -33,9 +39,15 @@ namespace Barotrauma
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objectives.Add(objective);
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}
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public float GetCurrentPriority(Character character)
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{
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if (currentOrder != null) return OrderPriority;
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return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
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}
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public void UpdateObjectives()
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{
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if (!objectives.Any()) return;
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if (currentOrder != null || !objectives.Any()) return;
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//remove completed objectives
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objectives = objectives.FindAll(o => !o.IsCompleted());
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@@ -57,8 +69,33 @@ namespace Barotrauma
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null)
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{
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currentOrder.TryComplete(deltaTime);
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return;
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}
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if (!objectives.Any()) return;
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objectives[0].TryComplete(deltaTime);
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}
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public void SetOrder(Order order, string option)
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{
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switch (order.Name.ToLower())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true);
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break;
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case "operate reactor":
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var reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null);
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if (reactorItem == null) return;
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currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent<Reactor>(), character);
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break;
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default:
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currentOrder = null;
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break;
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}
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}
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}
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}
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