Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveLoop.cs
2021-03-05 17:00:56 +02:00

226 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
abstract class AIObjectiveLoop<T> : AIObjective
{
public HashSet<T> Targets { get; private set; } = new HashSet<T>();
public Dictionary<T, AIObjective> Objectives { get; private set; } = new Dictionary<T, AIObjective>();
protected HashSet<T> ignoreList = new HashSet<T>();
private float ignoreListTimer;
protected float targetUpdateTimer;
protected virtual float TargetUpdateTimeMultiplier { get; } = 1;
private float syncTimer;
private readonly float syncTime = 1;
// By default, doesn't clear the list automatically
protected virtual float IgnoreListClearInterval => 0;
public HashSet<T> ReportedTargets { get; private set; } = new HashSet<T>();
public bool AddTarget(T target)
{
if (character.IsDead) { return false; }
if (ReportedTargets.Contains(target))
{
return false;
}
if (Filter(target))
{
ReportedTargets.Add(target);
return true;
}
return false;
}
public AIObjectiveLoop(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null)
: base(character, objectiveManager, priorityModifier, option) { }
protected override void Act(float deltaTime) { }
protected override bool Check() => false;
public override bool CanBeCompleted => true;
public override bool AbandonWhenCannotCompleteSubjectives => false;
public override bool AllowSubObjectiveSorting => true;
public virtual bool InverseTargetEvaluation => false;
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace.CleanupStackTrace()); }
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (IgnoreListClearInterval > 0)
{
if (ignoreListTimer > IgnoreListClearInterval)
{
Reset();
}
else
{
ignoreListTimer += deltaTime;
}
}
if (targetUpdateTimer <= 0)
{
UpdateTargets();
}
else
{
targetUpdateTimer -= deltaTime;
}
if (syncTimer <= 0)
{
syncTimer = Math.Min(syncTime * Rand.Range(0.9f, 1.1f), targetUpdateTimer);
// Sync objectives, subobjectives and targets
foreach (var objective in Objectives)
{
var target = objective.Key;
if (!Targets.Contains(target))
{
var subObjective = objective.Value;
if (CurrentSubObjective == subObjective)
{
CurrentSubObjective.Abandon = !CurrentSubObjective.IsCompleted;
}
subObjectives.Remove(subObjective);
}
}
SyncRemovedObjectives(Objectives, GetList());
}
else
{
syncTimer -= deltaTime;
}
}
// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
private float CalculateTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1) * TargetUpdateTimeMultiplier;
public override void Reset()
{
base.Reset();
ignoreList.Clear();
ignoreListTimer = 0;
UpdateTargets();
}
public override float GetPriority()
{
if (!IsAllowed)
{
Priority = 0;
return Priority;
}
if (character.LockHands || character.Submarine == null)
{
Priority = 0;
}
else
{
// Allow the target value to be more than 100.
float targetValue = TargetEvaluation();
if (InverseTargetEvaluation)
{
targetValue = 100 - targetValue;
}
var currentSubObjective = CurrentSubObjective;
if (currentSubObjective != null && currentSubObjective.Priority > targetValue)
{
// If the priority is higher than the target value, let's just use it.
// The priority calculation is more precise, but it takes into account things like distances,
// so it's better not to use it if it's lower than the rougher targetValue.
targetValue = Priority;
}
// If the target value is less than 1% of the max value, let's just treat it as zero.
if (targetValue < 1)
{
Priority = 0;
}
else
{
if (objectiveManager.IsOrder(this))
{
Priority = ForceOrderPriority ? objectiveManager.GetOrderPriority(this) : targetValue;
}
else
{
float max = AIObjectiveManager.LowestOrderPriority - 1;
float value = MathHelper.Clamp((CumulatedDevotion + (targetValue * PriorityModifier)) / 100, 0, 1);
Priority = MathHelper.Lerp(0, max, value);
}
}
}
return Priority;
}
protected void UpdateTargets()
{
CalculateTargetUpdateTimer();
Targets.Clear();
FindTargets();
CreateObjectives();
}
protected virtual void FindTargets()
{
foreach (T target in GetList())
{
// The bots always find targets when the objective is an order.
if (!objectiveManager.IsOrder(this))
{
// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
if (!ignore && !ReportedTargets.Contains(target)) { continue; }
}
if (!Filter(target)) { continue; }
if (!ignoreList.Contains(target))
{
Targets.Add(target);
}
}
}
protected virtual void CreateObjectives()
{
foreach (T target in Targets)
{
if (ignoreList.Contains(target)) { continue; }
if (!Objectives.TryGetValue(target, out AIObjective objective))
{
objective = ObjectiveConstructor(target);
Objectives.Add(target, objective);
if (!subObjectives.Contains(objective))
{
subObjectives.Add(objective);
}
objective.Completed += () =>
{
Objectives.Remove(target);
OnObjectiveCompleted(objective, target);
};
objective.Abandoned += () =>
{
Objectives.Remove(target);
ignoreList.Add(target);
targetUpdateTimer = Math.Min(0.1f, targetUpdateTimer);
};
}
}
}
protected abstract void OnObjectiveCompleted(AIObjective objective, T target);
/// <summary>
/// List of all possible items of the specified type. Used for filtering the removed objectives.
/// </summary>
protected abstract IEnumerable<T> GetList();
protected abstract float TargetEvaluation();
protected abstract AIObjective ObjectiveConstructor(T target);
protected abstract bool Filter(T target);
}
}