using Barotrauma.Items.Components; using Barotrauma.Extensions; using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; namespace Barotrauma { class AIObjectiveChargeBatteries : AIObjectiveLoop { public override string DebugTag => "charge batteries"; private IEnumerable batteryList; public AIObjectiveChargeBatteries(Character character, AIObjectiveManager objectiveManager, string option, float priorityModifier) : base(character, objectiveManager, priorityModifier, option) { } public override bool IsDuplicate(AIObjective otherObjective) { return otherObjective is AIObjectiveChargeBatteries other && other.Option == Option; } protected override bool Filter(PowerContainer battery) { if (battery == null) { return false; } var item = battery.Item; if (item.Submarine == null) { return false; } if (item.CurrentHull == null) { return false; } if (item.Submarine.TeamID != character.TeamID) { return false; } if (item.ConditionPercentage <= 0) { return false; } if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; } if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; } if (Option == "charge") { if (battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio - 0.01f) { return false; } } else { if (battery.RechargeRatio <= 0) { return false; } } return true; } protected override float TargetEvaluation() { if (Option == "charge") { return Targets.Max(t => MathHelper.Lerp(100, 0, Math.Abs(PowerContainer.aiRechargeTargetRatio - t.RechargeRatio))); } else { return Targets.Max(t => MathHelper.Lerp(0, 100, t.RechargeRatio)); } } protected override IEnumerable GetList() { if (batteryList == null) { batteryList = character.Submarine.GetItems(true).Select(i => i.GetComponent()).Where(b => b != null); } return batteryList; } protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier) { IsLoop = false }; protected override void OnObjectiveCompleted(AIObjective objective, PowerContainer target) => HumanAIController.RemoveTargets(character, target); } }