using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveManager { public const float OrderPriority = 50.0f; private List objectives; private Character character; private AIObjective currentOrder; public AIObjective CurrentOrder { get { return currentOrder; } } public AIObjective CurrentObjective { get; private set; } public AIObjectiveManager(Character character) { this.character = character; objectives = new List(); } public void AddObjective(AIObjective objective) { if (objectives.Find(o => o.IsDuplicate(objective)) != null) return; objectives.Add(objective); } public T GetObjective() where T : AIObjective { foreach (AIObjective objective in objectives) { if (objective is T) return (T)objective; } return null; } public float GetCurrentPriority(Character character) { if (CurrentOrder != null && (objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this))) { return CurrentOrder.GetPriority(this); } return objectives.Count == 0 ? 0.0f : objectives[0].GetPriority(this); } public void UpdateObjectives() { if (!objectives.Any()) return; //remove completed objectives and ones that can't be completed objectives = objectives.FindAll(o => !o.IsCompleted() && o.CanBeCompleted); //sort objectives according to priority objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this))); } public void DoCurrentObjective(float deltaTime) { if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(this) < currentOrder.GetPriority(this))) { CurrentObjective = currentOrder; currentOrder.TryComplete(deltaTime); return; } if (!objectives.Any()) return; objectives[0].TryComplete(deltaTime); CurrentObjective = objectives[0]; } public void SetOrder(Order order, string option) { if (order == null) return; currentOrder = null; switch (order.Name.ToLowerInvariant()) { case "follow": currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true); break; case "wait": currentOrder = new AIObjectiveGoTo(character, character, true); break; case "fixleaks": case "fix leaks": currentOrder = new AIObjectiveFixLeaks(character); break; default: if (order.TargetItem == null) return; currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option, false, null, order.UseController); break; } } } }