108 lines
4.3 KiB
C#
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()})";
|
|
}
|
|
}
|
|
} |