Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs
T

73 lines
2.9 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class AIObjectiveChargeBatteries : AIObjectiveLoop<PowerContainer>
{
public override string DebugTag => "charge batteries";
private IEnumerable<PowerContainer> batteryList;
public AIObjectiveChargeBatteries(Character character, AIObjectiveManager objectiveManager, string option, float priorityModifier)
: base(character, objectiveManager, priorityModifier, option) { }
public override bool IsDuplicate(AIObjective otherObjective)
{
return otherObjective is AIObjectiveChargeBatteries other && other.Option == Option;
}
protected override bool Filter(PowerContainer battery)
{
if (battery == null) { return false; }
var item = battery.Item;
if (item.Submarine == null) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
if (item.ConditionPercentage <= 0) { return false; }
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
if (Option == "charge")
{
if (battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio - 0.01f) { return false; }
}
else
{
if (battery.RechargeRatio <= 0) { return false; }
}
return true;
}
protected override float TargetEvaluation()
{
if (Option == "charge")
{
return Targets.Max(t => MathHelper.Lerp(100, 0, Math.Abs(PowerContainer.aiRechargeTargetRatio - t.RechargeRatio)));
}
else
{
return Targets.Max(t => MathHelper.Lerp(0, 100, t.RechargeRatio));
}
}
protected override IEnumerable<PowerContainer> GetList()
{
if (batteryList == null)
{
batteryList = character.Submarine.GetItems(true).Select(i => i.GetComponent<PowerContainer>()).Where(b => b != null);
}
return batteryList;
}
protected override AIObjective ObjectiveConstructor(PowerContainer battery)
=> new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier) { IsLoop = false };
protected override void OnObjectiveCompleted(AIObjective objective, PowerContainer target)
=> HumanAIController.RemoveTargets<AIObjectiveChargeBatteries, PowerContainer>(character, target);
}
}