using Barotrauma.Items.Components; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Barotrauma { class AIObjectiveManager { const float OrderPriority = 50.0f; private List objectives; private Character character; private AIObjective currentOrder; public AIObjective CurrentObjective { get { if (currentOrder != null) return currentOrder; return objectives.Any() ? objectives[0] : null; } } 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 float GetCurrentPriority(Character character) { if (currentOrder != null) return OrderPriority; return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character); } public void UpdateObjectives() { if (currentOrder != null || !objectives.Any()) return; //remove completed objectives objectives = objectives.FindAll(o => !o.IsCompleted()); //sort objectives according to priority objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character))); if (character.AnimController.CurrentHull!=null) { var gaps = character.AnimController.CurrentHull.FindGaps(); foreach (Gap gap in gaps) { if (gap.linkedTo.Count > 1) continue; AddObjective(new AIObjectiveFixLeak(gap, character)); } } } public void DoCurrentObjective(float deltaTime) { if (currentOrder != null) { currentOrder.TryComplete(deltaTime); return; } if (!objectives.Any()) return; objectives[0].TryComplete(deltaTime); } public void SetOrder(Order order, string option) { switch (order.Name.ToLower()) { case "follow": currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true); break; case "operate reactor": var reactorItem = Item.ItemList.Find(i => i.GetComponent() != null); if (reactorItem == null) return; currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent(), character); break; default: currentOrder = null; break; } } } }