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

90 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjective
{
protected List<AIObjective> subObjectives;
protected float priority;
protected Character character;
protected string option;
public virtual bool IsCompleted()
{
return false;
}
public virtual bool CanBeCompleted
{
get { return true; }
}
public string Option
{
get { return option; }
}
public AIObjective(Character character, string option)
{
subObjectives = new List<AIObjective>();
this.character = character;
this.option = option;
#if DEBUG
IsDuplicate(null);
#endif
}
/// <summary>
/// makes the character act according to the objective, or according to any subobjectives that
/// need to be completed before this one
/// </summary>
/// <param name="character">the character who's trying to achieve the objective</param>
public void TryComplete(float deltaTime)
{
subObjectives.RemoveAll(s => s.IsCompleted() || !s.CanBeCompleted);
foreach (AIObjective objective in subObjectives)
{
objective.TryComplete(deltaTime);
return;
}
Act(deltaTime);
}
protected virtual void Act(float deltaTime) { }
public void AddSubObjective(AIObjective objective)
{
if (subObjectives.Any(o => o.IsDuplicate(objective))) return;
subObjectives.Add(objective);
}
public virtual float GetPriority(Character character)
{
return 0.0f;
}
public virtual bool IsDuplicate(AIObjective otherObjective)
{
#if DEBUG
throw new NotImplementedException();
#else
return (this.GetType() == otherObjective.GetType());
#endif
}
}
}