199 lines
7.2 KiB
C#
199 lines
7.2 KiB
C#
using Barotrauma.Items.Components;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveManager
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{
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// TODO: expose
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public const float OrderPriority = 50.0f;
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// Constantly increases the priority of the selected objective, unless overridden
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public const float baseDevotion = 2;
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public List<AIObjective> Objectives { get; private set; }
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private Character character;
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/// <summary>
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/// 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)
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/// </summary>
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public float WaitTimer;
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public AIObjective CurrentOrder { get; private set; }
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public AIObjective CurrentObjective { get; private set; }
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public AIObjectiveManager(Character character)
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{
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this.character = character;
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Objectives = new List<AIObjective>();
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}
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public void AddObjective(AIObjective objective)
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{
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if (Objectives.Find(o => o.IsDuplicate(objective)) != null) return;
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Objectives.Add(objective);
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}
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public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
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public void AddObjective(AIObjective objective, float delay, Action callback = null)
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{
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if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
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{
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CoroutineManager.StopCoroutines(coroutine);
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DelayedObjectives.Remove(objective);
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}
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coroutine = CoroutineManager.InvokeAfter(() =>
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{
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DelayedObjectives.Remove(objective);
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AddObjective(objective);
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callback?.Invoke();
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}, delay);
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DelayedObjectives.Add(objective, coroutine);
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}
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public T GetObjective<T>() where T : AIObjective
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{
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foreach (AIObjective objective in Objectives)
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{
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if (objective is T) return (T)objective;
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}
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return null;
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}
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private AIObjective GetCurrentObjective()
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{
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var previousObjective = CurrentObjective;
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var firstObjective = Objectives.FirstOrDefault();
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if (CurrentOrder != null && firstObjective != null && CurrentOrder.GetPriority(this) > firstObjective.GetPriority(this))
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{
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CurrentObjective = CurrentOrder;
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}
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else
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{
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CurrentObjective = firstObjective;
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}
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if (previousObjective != CurrentObjective)
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{
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CurrentObjective?.OnSelected();
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}
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return CurrentObjective;
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}
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public float GetCurrentPriority()
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{
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return CurrentObjective == null ? 0.0f : CurrentObjective.GetPriority(this);
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}
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public void UpdateObjectives(float deltaTime)
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{
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CurrentOrder?.Update(this, deltaTime);
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for (int i = 0; i < Objectives.Count; i++)
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{
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var objective = Objectives[i];
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if (objective.IsCompleted())
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{
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#if DEBUG
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DebugConsole.NewMessage($"Removing objective {objective.DebugTag}, because it is completed.");
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#endif
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Objectives.Remove(objective);
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}
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else if (!objective.CanBeCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"Removing objective {objective.DebugTag}, because it cannot be completed.");
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#endif
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Objectives.Remove(objective);
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}
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else
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{
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objective.Update(this, deltaTime);
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}
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}
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GetCurrentObjective();
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}
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public void SortObjectives()
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{
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if (Objectives.Any())
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{
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Objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
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}
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CurrentObjective?.SortSubObjectives(this);
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}
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public void DoCurrentObjective(float deltaTime)
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{
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if (CurrentObjective == null || (CurrentObjective.GetPriority(this) < OrderPriority && WaitTimer > 0.0f))
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{
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WaitTimer -= deltaTime;
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character.AIController.SteeringManager.Reset();
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return;
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}
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CurrentObjective?.TryComplete(deltaTime);
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}
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public void SetOrder(AIObjective objective)
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{
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CurrentOrder = objective;
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}
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public void SetOrder(Order order, string option, Character orderGiver)
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{
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CurrentOrder = null;
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if (order == null) return;
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switch (order.AITag.ToLowerInvariant())
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{
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case "follow":
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CurrentOrder = new AIObjectiveGoTo(orderGiver, character, true)
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{
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CloseEnough = 1.5f,
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true,
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FollowControlledCharacter = orderGiver == character
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};
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break;
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case "wait":
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CurrentOrder = new AIObjectiveGoTo(character, character, true)
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{
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AllowGoingOutside = true
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};
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break;
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case "fixleaks":
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CurrentOrder = new AIObjectiveFixLeaks(character);
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break;
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case "chargebatteries":
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CurrentOrder = new AIObjectiveChargeBatteries(character, option);
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break;
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case "rescue":
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CurrentOrder = new AIObjectiveRescueAll(character);
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break;
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case "repairsystems":
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CurrentOrder = new AIObjectiveRepairItems(character) { RequireAdequateSkills = option != "all" };
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break;
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case "pumpwater":
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CurrentOrder = new AIObjectivePumpWater(character, option);
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break;
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case "extinguishfires":
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CurrentOrder = new AIObjectiveExtinguishFires(character);
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break;
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case "steer":
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var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
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if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
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if (order.TargetItemComponent == null) return;
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CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
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break;
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default:
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if (order.TargetItemComponent == null) return;
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CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
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break;
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}
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}
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}
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}
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