using System; using System.Collections.Generic; using System.Linq; using Barotrauma.Extensions; using Microsoft.Xna.Framework; namespace Barotrauma { abstract class AIObjectiveLoop : AIObjective { public HashSet Targets { get; private set; } = new HashSet(); public Dictionary Objectives { get; private set; } = new Dictionary(); protected HashSet ignoreList = new HashSet(); private float ignoreListTimer; protected float targetUpdateTimer; private float syncTimer; private readonly float syncTime = 1; // By default, doesn't clear the list automatically protected virtual float IgnoreListClearInterval => 0; public HashSet ReportedTargets { get; private set; } = new HashSet(); public bool AddTarget(T target) { if (character.IsDead) { return false; } if (ReportedTargets.Contains(target)) { return false; } if (Filter(target)) { ReportedTargets.Add(target); return true; } return false; } public AIObjectiveLoop(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null) : base(character, objectiveManager, priorityModifier, option) { } protected override void Act(float deltaTime) { } protected override bool Check() => false; public override bool CanBeCompleted => true; public override bool AbandonWhenCannotCompleteSubjectives => false; public override bool AllowSubObjectiveSorting => true; public virtual bool InverseTargetEvaluation => false; public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); } public override void Update(float deltaTime) { base.Update(deltaTime); if (IgnoreListClearInterval > 0) { if (ignoreListTimer > IgnoreListClearInterval) { Reset(); } else { ignoreListTimer += deltaTime; } } if (targetUpdateTimer < 0) { UpdateTargets(); } else { targetUpdateTimer -= deltaTime; } if (syncTimer < 0) { syncTimer = syncTime * Rand.Range(0.9f, 1.1f); // Sync objectives, subobjectives and targets foreach (var objective in Objectives) { var target = objective.Key; if (!Targets.Contains(target)) { subObjectives.Remove(objective.Value); } } SyncRemovedObjectives(Objectives, GetList()); } else { syncTimer -= deltaTime; } if (Objectives.None() && Targets.Any(t => !ignoreList.Contains(t))) { CreateObjectives(); } } // the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25% private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1); public override void Reset() { base.Reset(); ignoreList.Clear(); ignoreListTimer = 0; UpdateTargets(); } public override float GetPriority() { if (!IsAllowed) { Priority = 0; return Priority; } if (character.LockHands || character.Submarine == null || Targets.None()) { Priority = 0; } else { // Allow the target value to be more than 100. float targetValue = TargetEvaluation(); if (InverseTargetEvaluation) { targetValue = 100 - targetValue; } var currentSubObjective = CurrentSubObjective; if (currentSubObjective != null && currentSubObjective.Priority > targetValue) { // If the priority is higher than the target value, let's just use it. // The priority calculation is more precise, but it takes into account things like distances, // so it's better not to use it if it's lower than the rougher targetValue. targetValue = Priority; } // If the target value is less than 1% of the max value, let's just treat it as zero. if (targetValue < 1) { Priority = 0; } else { if (objectiveManager.CurrentOrder == this) { Priority = AIObjectiveManager.OrderPriority; } else { float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90); float value = MathHelper.Clamp((CumulatedDevotion + (targetValue * PriorityModifier)) / 100, 0, 1); Priority = MathHelper.Lerp(0, max, value); } } } return Priority; } protected void UpdateTargets() { SetTargetUpdateTimer(); Targets.Clear(); FindTargets(); CreateObjectives(); } protected virtual void FindTargets() { foreach (T target in GetList()) { // The bots always find targets when the objective is an order. if (objectiveManager.CurrentOrder != this) { // Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention. bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater; if (!ignore && !ReportedTargets.Contains(target)) { continue; } } if (!Filter(target)) { continue; } if (!ignoreList.Contains(target)) { Targets.Add(target); } } } protected virtual void CreateObjectives() { foreach (T target in Targets) { if (ignoreList.Contains(target)) { continue; } if (!Objectives.TryGetValue(target, out AIObjective objective)) { objective = ObjectiveConstructor(target); Objectives.Add(target, objective); if (!subObjectives.Contains(objective)) { subObjectives.Add(objective); } objective.Completed += () => { Objectives.Remove(target); OnObjectiveCompleted(objective, target); }; objective.Abandoned += () => { Objectives.Remove(target); ignoreList.Add(target); targetUpdateTimer = 0; }; } } } protected abstract void OnObjectiveCompleted(AIObjective objective, T target); /// /// List of all possible items of the specified type. Used for filtering the removed objectives. /// protected abstract IEnumerable GetList(); protected abstract float TargetEvaluation(); protected abstract AIObjective ObjectiveConstructor(T target); protected abstract bool Filter(T target); } }