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 currentObjective; public AIObjective CurrentObjective { get { if (currentObjective != null) return currentObjective; 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 (currentObjective != null) return OrderPriority; return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character); } public void UpdateObjectives() { if (!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 (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character)