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

84 lines
2.3 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
Entity target;
Vector2 targetPos;
bool repeat;
public override bool CanBeCompleted
{
get
{
if (repeat) return true;
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
return (pathSteering.CurrentPath == null || !pathSteering.CurrentPath.Unreachable);
}
}
public Entity Target
{
get { return target; }
}
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false)
: base (character, "")
{
this.target = target;
this.repeat = repeat;
}
public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false)
: base(character, "")
{
this.targetPos = simPos;
this.repeat = repeat;
}
protected override void Act(float deltaTime)
{
if (character.SelectedConstruction!=null)
{
character.SelectedConstruction = null;
}
if (target!=null) character.AIController.SelectTarget(target.AiTarget);
character.AIController.SteeringManager.SteeringSeek(
target != null ? target.SimPosition : targetPos);
}
public override bool IsCompleted()
{
if (repeat) return false;
float allowedDistance = 0.5f;
var item = target as Item;
if (item != null) allowedDistance = Math.Max(item.PickDistance,allowedDistance);
return Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
if (objective == null) return false;
if (objective.target == target) return true;
return (objective.targetPos == targetPos);
}
}
}