235 lines
8.3 KiB
C#
235 lines
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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abstract class AIObjective
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{
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public virtual float Devotion => AIObjectiveManager.baseDevotion;
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public abstract string DebugTag { get; }
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public virtual bool ForceRun => false;
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/// <summary>
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/// Run the main objective with all subobjectives concurrently?
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/// If false, the main objective will continue only when all the subobjectives have been removed (done).
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/// </summary>
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public virtual bool ConcurrentObjectives => false;
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protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
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public float Priority { get; set; }
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public float PriorityModifier { get; private set; } = 1;
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public readonly Character character;
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public readonly AIObjectiveManager objectiveManager;
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public string Option { get; protected set; }
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protected bool abandon;
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/// <summary>
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/// Can the objective be completed. That is, does the objective have failing subobjectives or other conditions that prevent it from completing.
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/// </summary>
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public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
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/// <summary>
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/// When true, the objective is never completed, unless CanBeCompleted returns false.
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/// </summary>
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public virtual bool IsLoop { get; set; }
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public event Action Completed;
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protected HumanAIController HumanAIController => character.AIController as HumanAIController;
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protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
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protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
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public AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null)
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{
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this.objectiveManager = objectiveManager;
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this.character = character;
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Option = option ?? string.Empty;
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PriorityModifier = priorityModifier;
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#if DEBUG
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IsDuplicate(null);
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#endif
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}
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/// <summary>
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/// makes the character act according to the objective, or according to any subobjectives that
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/// need to be completed before this one
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/// </summary>
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public void TryComplete(float deltaTime)
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{
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for (int i = 0; i < subObjectives.Count; i++)
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{
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var subObjective = subObjectives[i];
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if (subObjective.IsCompleted())
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{
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#if DEBUG
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DebugConsole.NewMessage($"Removing subobjective {subObjective.DebugTag} of {DebugTag}, because it is completed.");
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#endif
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subObjective.OnCompleted();
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subObjectives.Remove(subObjective);
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}
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else if (!subObjective.CanBeCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"Removing subobjective {subObjective.DebugTag} of {DebugTag}, because it cannot be completed.");
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#endif
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subObjectives.Remove(subObjective);
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}
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}
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foreach (AIObjective objective in subObjectives)
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{
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objective.TryComplete(deltaTime);
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if (!ConcurrentObjectives)
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{
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return;
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}
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}
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Act(deltaTime);
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if (IsCompleted())
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{
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OnCompleted();
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}
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}
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// TODO: go through AIOperate methods where subobjectives are added and ensure that they add the subobjectives correctly -> use TryAddSubObjective method instead?
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public void AddSubObjective(AIObjective objective)
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{
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if (subObjectives.Any(o => o.IsDuplicate(objective))) { return; }
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subObjectives.Add(objective);
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}
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public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
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{
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if (objective != null)
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{
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if (subObjectives.Contains(objective))
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{
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subObjectives.Remove(objective);
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}
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objective = null;
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}
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}
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public void SortSubObjectives()
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{
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if (subObjectives.None()) { return; }
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subObjectives.Sort((x, y) => y.GetPriority().CompareTo(x.GetPriority()));
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if (ConcurrentObjectives)
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{
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subObjectives.ForEach(so => so.SortSubObjectives());
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}
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else
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{
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subObjectives.First().SortSubObjectives();
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}
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}
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public virtual float GetPriority() => Priority * PriorityModifier;
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public virtual void Update(float deltaTime)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else if (objectiveManager.WaitTimer <= 0)
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{
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if (objectiveManager.CurrentObjective != null)
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{
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if (objectiveManager.CurrentObjective == this || objectiveManager.CurrentObjective.subObjectives.Any(so => so == this))
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{
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Priority += Devotion * PriorityModifier * deltaTime;
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}
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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subObjectives.ForEach(so => so.Update(deltaTime));
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}
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}
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/// <summary>
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/// Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary.
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/// </summary>
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protected void SyncRemovedObjectives<T1, T2>(Dictionary<T1, T2> dictionary, IEnumerable<T1> collection) where T2 : AIObjective
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{
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foreach (T1 key in collection)
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{
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if (dictionary.TryGetValue(key, out T2 objective))
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{
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if (!subObjectives.Contains(objective))
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{
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dictionary.Remove(key);
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}
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}
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}
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}
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/// <summary>
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/// Checks if the objective already is created and added in subobjectives. If not, creates it.
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/// Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference.
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/// Returns true if the objective was created.
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/// </summary>
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protected bool TryAddSubObjective<T>(ref T objective, Func<T> constructor, Action onAbandon = null) where T : AIObjective
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{
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if (objective != null)
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{
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// Sub objective already found, no need to do anything if it remains in the subobjectives
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// If the sub objective is removed -> it's either completed or impossible to complete.
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if (!subObjectives.Contains(objective))
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{
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if (!objective.CanBeCompleted)
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{
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abandon = true;
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onAbandon?.Invoke();
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}
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objective = null;
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}
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return false;
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}
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else
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{
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objective = constructor();
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if (!subObjectives.Contains(objective))
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{
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AddSubObjective(objective);
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}
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return true;
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}
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}
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public virtual void OnSelected()
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{
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// Should we reset steering here?
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//if (!ConcurrentObjectives)
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//{
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// SteeringManager.Reset();
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//}
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}
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protected virtual void OnCompleted()
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{
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Completed?.Invoke();
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//if (Completed != null)
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//{
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// Completed();
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// Completed = null;
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//}
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}
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public virtual void Reset() { }
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protected abstract void Act(float deltaTime);
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public abstract bool IsCompleted();
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public abstract bool IsDuplicate(AIObjective otherObjective);
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}
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}
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