using Barotrauma.Items.Components; using System; 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; /// /// When set above zero, the character will stand still doing nothing until the timer runs out (assuming they don't a high priority order active) /// public float WaitTimer; 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 Dictionary DelayedObjectives { get; private set; } = new Dictionary(); public void AddObjective(AIObjective objective, float delay, Action callback = null) { if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine)) { CoroutineManager.StopCoroutines(coroutine); DelayedObjectives.Remove(objective); } coroutine = CoroutineManager.InvokeAfter(() => { DelayedObjectives.Remove(objective); AddObjective(objective); callback?.Invoke(); }, delay); DelayedObjectives.Add(objective, coroutine); } public T GetObjective() where T : AIObjective { foreach (AIObjective objective in objectives) { if (objective is T) return (T)objective; } return null; } private AIObjective GetCurrentObjective() { if (CurrentOrder != null && (objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this))) { return CurrentOrder; } return objectives.Count == 0 ? null : objectives[0]; } public float GetCurrentPriority() { var currentObjective = GetCurrentObjective(); return currentObjective == null ? 0.0f : currentObjective.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))); GetCurrentObjective()?.SortSubObjectives(this); } public void DoCurrentObjective(float deltaTime) { CurrentObjective = GetCurrentObjective(); if (CurrentObjective == null || (CurrentObjective.GetPriority(this) < OrderPriority && WaitTimer > 0.0f)) { WaitTimer -= deltaTime; character.AIController.SteeringManager.Reset(); return; } CurrentObjective?.TryComplete(deltaTime); } public void SetOrder(AIObjective objective) { currentOrder = objective; } public void SetOrder(Order order, string option, Character orderGiver) { currentOrder = null; if (order == null) return; switch (order.AITag.ToLowerInvariant()) { case "follow": currentOrder = new AIObjectiveGoTo(orderGiver, character, true) { CloseEnough = 1.5f, AllowGoingOutside = true, IgnoreIfTargetDead = true }; break; case "wait": currentOrder = new AIObjectiveGoTo(character, character, true) { AllowGoingOutside = true }; break; case "fixleaks": currentOrder = new AIObjectiveFixLeaks(character); break; case "chargebatteries": currentOrder = new AIObjectiveChargeBatteries(character, option); break; case "rescue": currentOrder = new AIObjectiveRescueAll(character); break; case "repairsystems": currentOrder = new AIObjectiveRepairItems(character) { RequireAdequateSkills = option != "all" }; break; case "pumpwater": currentOrder = new AIObjectivePumpWater(character, option); break; case "extinguishfires": currentOrder = new AIObjectiveExtinguishFires(character); break; case "steer": var steering = (order?.TargetEntity as Item)?.GetComponent(); if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; if (order.TargetItemComponent == null) return; currentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController); break; default: if (order.TargetItemComponent == null) return; currentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController); break; } } } }