102 lines
3.0 KiB
C#
102 lines
3.0 KiB
C#
using Barotrauma.Items.Components;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveManager
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{
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const float OrderPriority = 50.0f;
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private List<AIObjective> objectives;
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private Character character;
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private AIObjective currentOrder;
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public AIObjective CurrentObjective
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{
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get
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{
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if (currentOrder != null) return currentOrder;
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return objectives.Any() ? objectives[0] : null;
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}
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}
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public AIObjectiveManager(Character character)
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{
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this.character = character;
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objectives = new List<AIObjective>();
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}
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public void AddObjective(AIObjective objective)
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{
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if (objectives.Find(o => o.IsDuplicate(objective)) != null) return;
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objectives.Add(objective);
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}
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public float GetCurrentPriority(Character character)
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{
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if (currentOrder != null) return OrderPriority;
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return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
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}
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public void UpdateObjectives()
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{
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if (currentOrder != null || !objectives.Any()) return;
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//remove completed objectives
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objectives = objectives.FindAll(o => !o.IsCompleted());
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//sort objectives according to priority
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objectives.Sort((x, y) => y.GetPriority(character).CompareTo(x.GetPriority(character)));
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if (character.AnimController.CurrentHull!=null)
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{
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var gaps = character.AnimController.CurrentHull.FindGaps();
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foreach (Gap gap in gaps)
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{
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if (gap.linkedTo.Count > 1) continue;
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AddObjective(new AIObjectiveFixLeak(gap, character));
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}
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}
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}
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null)
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{
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currentOrder.TryComplete(deltaTime);
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return;
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}
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if (!objectives.Any()) return;
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objectives[0].TryComplete(deltaTime);
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}
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public void SetOrder(Order order, string option)
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{
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switch (order.Name.ToLower())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true);
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break;
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case "operate reactor":
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var reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null);
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if (reactorItem == null) return;
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currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent<Reactor>(), character);
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break;
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default:
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currentOrder = null;
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break;
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}
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}
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}
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}
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