Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveManager.cs

101 lines
2.8 KiB
C#

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<AIObjective> objectives;
private Character character;
private AIObjective currentOrder;
public AIObjective CurrentObjective
{
get
{
if (currentOrder != null) return currentOrder;
return objectives.Any() ? objectives[0] : null;
}
}
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 float GetCurrentPriority(Character character)
{
if (currentOrder != 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 (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
{
currentOrder.TryComplete(deltaTime);
return;
}
if (!objectives.Any()) return;
objectives[0].TryComplete(deltaTime);
}
public void SetOrder(Order order, string option)
{
currentOrder = null;
switch (order.Name.ToLower())
{
case "follow":
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
break;
default:
if (order.TargetItem == null) return;
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
break;
}
}
}
}