123 lines
5.7 KiB
C#
123 lines
5.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Makes an NPC follow or stop following a specific target.
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/// </summary>
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class NPCFollowAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should follow the target.")]
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public Identifier NPCTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the target. Can be any type of entity: if it's a static one like a device or a hull, the NPC will just stay at the position of that target.")]
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public Identifier TargetTag { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop following the target?")]
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public bool Follow { get; set; }
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[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs to target (e.g. you could choose to only make a specific number of security officers follow the player.)")]
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public int MaxTargets { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop following the target when the event resets?")]
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public bool AbandonOnReset { get; set; }
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[Serialize(AIObjectiveManager.MaxObjectivePriority, IsPropertySaveable.Yes, description: "AI priority for the action. Uses 100 by default, which is the absolute maximum for any objectives, " +
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"meaning nothing can be prioritized over it, including the emergency objectives, such as find safety and combat." +
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"Setting the priority to 70 would function like a regular order, but with the highest priority." +
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"A priority of 60 would make the objective work like a lowest priority order." +
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"So, if we'll want the character to follow, but still be able to find safety, defend themselves when attacked, or flee from dangers," +
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"it's better to use e.g. 70 instead of 100.")]
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public float Priority
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{
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get => _priority;
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set => _priority = Math.Clamp(value, AIObjectiveManager.LowestOrderPriority, AIObjectiveManager.MaxObjectivePriority);
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}
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private float _priority;
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private bool isFinished = false;
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public NPCFollowAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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private IEnumerable<Character> affectedNpcs;
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private Entity target;
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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target = ParentEvent.GetTargets(TargetTag).FirstOrDefault();
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if (target == null) { return; }
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int targetCount = 0;
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affectedNpcs = ParentEvent.GetTargets(NPCTag).OfType<Character>();
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed) { continue; }
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if (npc.AIController is not HumanAIController humanAiController) { continue; }
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if (Follow)
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{
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var newObjective = new AIObjectiveGoTo(target, npc, humanAiController.ObjectiveManager, repeat: true)
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{
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OverridePriority = Priority,
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IsFollowOrder = true
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};
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humanAiController.ObjectiveManager.AddObjective(newObjective);
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humanAiController.ObjectiveManager.WaitTimer = 0.0f;
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}
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else
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{
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foreach (var objective in humanAiController.ObjectiveManager.Objectives)
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{
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if (objective is AIObjectiveGoTo goToObjective && goToObjective.Target == target)
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{
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goToObjective.Abandon = true;
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}
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}
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}
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targetCount++;
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if (MaxTargets > -1 && targetCount >= MaxTargets)
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{
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break;
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}
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}
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isFinished = true;
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}
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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if (affectedNpcs != null && target != null && AbandonOnReset)
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{
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
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foreach (var goToObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveGoTo>())
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{
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if (goToObjective.Target == target)
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{
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goToObjective.Abandon = true;
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}
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}
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}
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target = null;
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affectedNpcs = null;
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}
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isFinished = false;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(NPCFollowAction)} -> (NPCTag: {NPCTag.ColorizeObject()}, TargetTag: {TargetTag.ColorizeObject()}, Follow: {Follow.ColorizeObject()})";
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}
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}
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} |