Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjective.cs

235 lines
8.3 KiB
C#

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