Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveManager.cs
2020-03-31 15:11:41 +03:00

342 lines
14 KiB
C#

using Barotrauma.Items.Components;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class AIObjectiveManager
{
// TODO: expose
public const float OrderPriority = 70;
public const float RunPriority = 50;
// Constantly increases the priority of the selected objective, unless overridden
public const float baseDevotion = 3;
public List<AIObjective> Objectives { get; private set; } = new List<AIObjective>();
private readonly Character character;
private float _waitTimer;
/// <summary>
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
/// </summary>
public float WaitTimer
{
get { return _waitTimer; }
set
{
_waitTimer = IsAllowedToWait() ? value : 0;
}
}
public AIObjective CurrentOrder { get; private set; }
public AIObjective CurrentObjective { get; private set; }
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
/// <summary>
/// Returns the last active objective of the specific type.
/// </summary>
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
/// <summary>
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
/// </summary>
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
public AIObjectiveManager(Character character)
{
this.character = character;
CreateAutonomousObjectives();
}
public void AddObjective<T>(T objective) where T : AIObjective
{
if (objective == null)
{
#if DEBUG
DebugConsole.ThrowError("Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace);
#endif
return;
}
// Can't use the generic type, because it's possible that the user of this method uses the base type AIObjective.
// We need to get the highest type.
var type = objective.GetType();
if (objective.AllowMultipleInstances)
{
if (Objectives.FirstOrDefault(o => o.GetType() == type) is T existingObjective && existingObjective.IsDuplicate(objective))
{
Objectives.Remove(existingObjective);
}
}
else
{
Objectives.RemoveAll(o => o.GetType() == type);
}
Objectives.Add(objective);
}
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
public void CreateAutonomousObjectives()
{
foreach (var delayedObjective in DelayedObjectives)
{
CoroutineManager.StopCoroutines(delayedObjective.Value);
}
DelayedObjectives.Clear();
Objectives.Clear();
AddObjective(new AIObjectiveFindSafety(character, this));
AddObjective(new AIObjectiveIdle(character, this));
int objectiveCount = Objectives.Count;
foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
{
var orderPrefab = Order.GetPrefab(automaticOrder.identifier);
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{automaticOrder.identifier}'"); }
// TODO: Similar code is used in CrewManager:815-> DRY
var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
var item = matchingItems.GetRandom();
var order = new Order(
orderPrefab,
item ?? character.CurrentHull as Entity,
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType),
orderGiver: character);
if (order == null) { continue; }
var objective = CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier);
if (objective != null)
{
AddObjective(objective, delay: Rand.Value() / 2);
objectiveCount++;
}
}
_waitTimer = Math.Max(_waitTimer, Rand.Range(0.5f, 1f) * objectiveCount);
}
public void AddObjective<T>(T objective, float delay, Action callback = null) where T : AIObjective
{
if (objective == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace);
#endif
return;
}
if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
{
CoroutineManager.StopCoroutines(coroutine);
DelayedObjectives.Remove(objective);
}
coroutine = CoroutineManager.InvokeAfter(() =>
{
//round ended before the coroutine finished
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
DelayedObjectives.Remove(objective);
AddObjective(objective);
callback?.Invoke();
}, delay);
DelayedObjectives.Add(objective, coroutine);
}
public T GetObjective<T>() where T : AIObjective => Objectives.FirstOrDefault(o => o is T) as T;
private AIObjective GetCurrentObjective()
{
var previousObjective = CurrentObjective;
var firstObjective = Objectives.FirstOrDefault();
if (CurrentOrder != null && firstObjective != null && CurrentOrder.Priority > firstObjective.Priority)
{
CurrentObjective = CurrentOrder;
}
else
{
CurrentObjective = firstObjective;
}
if (previousObjective != CurrentObjective)
{
previousObjective?.OnDeselected();
CurrentObjective?.OnSelected();
GetObjective<AIObjectiveIdle>().CalculatePriority();
}
return CurrentObjective;
}
public float GetCurrentPriority()
{
return CurrentObjective == null ? 0.0f : CurrentObjective.Priority;
}
public void UpdateObjectives(float deltaTime)
{
CurrentOrder?.Update(deltaTime);
if (WaitTimer > 0)
{
WaitTimer -= deltaTime;
return;
}
for (int i = 0; i < Objectives.Count; i++)
{
var objective = Objectives[i];
if (objective.IsCompleted)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Removing objective {objective.DebugTag}, because it is completed.", Color.LightGreen);
#endif
Objectives.Remove(objective);
}
else if (!objective.CanBeCompleted)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Removing objective {objective.DebugTag}, because it cannot be completed.", Color.Red);
#endif
Objectives.Remove(objective);
}
else if (objective != CurrentOrder)
{
objective.Update(deltaTime);
}
}
GetCurrentObjective();
}
public void SortObjectives()
{
CurrentOrder?.GetPriority();
Objectives.ForEach(o => o.GetPriority());
if (Objectives.Any())
{
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
}
GetCurrentObjective()?.SortSubObjectives();
}
public void DoCurrentObjective(float deltaTime)
{
if (WaitTimer <= 0)
{
CurrentObjective?.TryComplete(deltaTime);
}
else
{
character.AIController.SteeringManager.Reset();
}
}
public void SetOrder(AIObjective objective)
{
CurrentOrder = objective;
}
public void SetOrder(Order order, string option, Character orderGiver)
{
CurrentOrder = CreateObjective(order, option, orderGiver);
if (CurrentOrder == null)
{
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
CreateAutonomousObjectives();
}
else
{
CurrentOrder.Reset();
}
}
public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
{
if (order == null) { return null; }
AIObjective newObjective;
switch (order.Identifier.ToLowerInvariant())
{
case "follow":
if (orderGiver == null) { return null; }
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
{
CloseEnough = 100,
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
followControlledCharacter = orderGiver == character,
mimic = true,
DialogueIdentifier = "dialogcannotreachplace"
};
break;
case "wait":
newObjective = new AIObjectiveGoTo(character, character, this, repeat: true, priorityModifier: priorityModifier)
{
AllowGoingOutside = character.CurrentHull == null
};
break;
case "fixleaks":
newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier);
break;
case "chargebatteries":
newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
break;
case "rescue":
newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
break;
case "repairsystems":
newObjective = new AIObjectiveRepairItems(character, this, priorityModifier)
{
RequireAdequateSkills = option == "jobspecific"
};
break;
case "pumpwater":
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
break;
case "extinguishfires":
newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
break;
case "fightintruders":
newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
break;
case "steer":
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
{
IsLoop = true,
// Don't override unless it's an order by a player
Override = orderGiver != null && orderGiver.IsPlayer
};
break;
default:
if (order.TargetItemComponent == null) { return null; }
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
{
IsLoop = true,
// Don't override unless it's an order by a player
Override = orderGiver != null && orderGiver.IsPlayer
};
break;
}
return newObjective;
}
private bool IsAllowedToWait()
{
if (CurrentOrder != null) { return false; }
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) { return false; }
if (character.AnimController.InWater) { return false; }
if (character.IsClimbing) { return false; }
if (character.AIController is HumanAIController humanAI)
{
if (humanAI.UnsafeHulls.Contains(character.CurrentHull)) { return false; }
}
if (AIObjectiveIdle.IsForbidden(character.CurrentHull)) { return false; }
return true;
}
}
}