Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCFollowAction.cs
2024-04-24 18:09:05 +03:00

108 lines
4.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Makes an NPC follow or stop following a specific target.
/// </summary>
class NPCFollowAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should follow the target.")]
public Identifier NPCTag { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the target. Can be any type of entity: if it's a static one like a device or a hull, the NPC will just stay at the position of that target.")]
public Identifier TargetTag { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop following the target?")]
public bool Follow { get; set; }
[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs to target (e.g. you could choose to only make a specific number of security officers follow the player.)")]
public int MaxTargets { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop following the target when the event resets?")]
public bool AbandonOnReset { get; set; }
private bool isFinished = false;
public NPCFollowAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
private IEnumerable<Character> affectedNpcs;
private Entity target;
public override void Update(float deltaTime)
{
if (isFinished) { return; }
target = ParentEvent.GetTargets(TargetTag).FirstOrDefault();
if (target == null) { return; }
int targetCount = 0;
affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(c => c is Character).Select(c => c as Character);
foreach (var npc in affectedNpcs)
{
if (npc.Removed) { continue; }
if (npc.AIController is not HumanAIController humanAiController) { continue; }
if (Follow)
{
var newObjective = new AIObjectiveGoTo(target, npc, humanAiController.ObjectiveManager, repeat: true)
{
OverridePriority = 100.0f,
IsFollowOrder = true
};
humanAiController.ObjectiveManager.AddObjective(newObjective);
humanAiController.ObjectiveManager.WaitTimer = 0.0f;
}
else
{
foreach (var objective in humanAiController.ObjectiveManager.Objectives)
{
if (objective is AIObjectiveGoTo goToObjective && goToObjective.Target == target)
{
goToObjective.Abandon = true;
}
}
}
targetCount++;
if (MaxTargets > -1 && targetCount >= MaxTargets)
{
break;
}
}
isFinished = true;
}
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
if (affectedNpcs != null && target != null && AbandonOnReset)
{
foreach (var npc in affectedNpcs)
{
if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
foreach (var goToObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveGoTo>())
{
if (goToObjective.Target == target)
{
goToObjective.Abandon = true;
}
}
}
target = null;
affectedNpcs = null;
}
isFinished = false;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(NPCFollowAction)} -> (NPCTag: {NPCTag.ColorizeObject()}, TargetTag: {TargetTag.ColorizeObject()}, Follow: {Follow.ColorizeObject()})";
}
}
}