Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveManager.cs
T
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

177 lines
6.2 KiB
C#

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<AIObjective> objectives;
private Character character;
private AIObjective currentOrder;
/// <summary>
/// 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)
/// </summary>
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<AIObjective>();
}
public void AddObjective(AIObjective objective)
{
if (objectives.Find(o => o.IsDuplicate(objective)) != null) return;
objectives.Add(objective);
}
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
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<T>() 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,
FollowControlledCharacter = orderGiver == character
};
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<Steering>();
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;
}
}
}
}