Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveChargeBatteries.cs
T
2019-03-18 20:39:27 +02:00

67 lines
2.0 KiB
C#

using Barotrauma.Items.Components;
using System.Collections.Generic;
namespace Barotrauma
{
class AIObjectiveChargeBatteries : AIObjective
{
private List<PowerContainer> availableBatteries;
private string orderOption;
public AIObjectiveChargeBatteries(Character character, string option)
: base(character, option)
{
orderOption = option;
availableBatteries = new List<PowerContainer>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine == null) continue;
if (item.Prefab.Identifier != "battery" && !item.HasTag("battery")) continue;
var powerContainer = item.GetComponent<PowerContainer>();
availableBatteries.Add(powerContainer);
}
if (availableBatteries.Count == 0)
{
character?.Speak(TextManager.Get("DialogNoBatteries"), null, 4.0f, "nobatteries", 10.0f);
}
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public override bool IsCompleted()
{
return false;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return otherObjective is AIObjectiveChargeBatteries other && other.orderOption == orderOption;
}
protected override void Act(float deltaTime)
{
if (availableBatteries.Count == 0)
{
AddSubObjective(new AIObjectiveIdle(character));
return;
}
foreach (PowerContainer battery in availableBatteries)
{
AddSubObjective(new AIObjectiveOperateItem(battery, character, orderOption, false));
}
}
}
}