185 lines
6.4 KiB
C#
185 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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abstract class AIObjectiveLoop<T> : AIObjective
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{
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public HashSet<T> Targets { get; private set; } = new HashSet<T>();
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public Dictionary<T, AIObjective> Objectives { get; private set; } = new Dictionary<T, AIObjective>();
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protected HashSet<T> ignoreList = new HashSet<T>();
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private float ignoreListTimer;
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private float targetUpdateTimer;
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// By default, doesn't clear the list automatically
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protected virtual float IgnoreListClearInterval => 0;
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public HashSet<T> ReportedTargets { get; private set; } = new HashSet<T>();
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public bool AddTarget(T target)
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{
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if (ReportedTargets.Contains(target))
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{
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return false;
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}
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if (Filter(target))
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{
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ReportedTargets.Add(target);
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return true;
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}
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return false;
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}
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public AIObjectiveLoop(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null)
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: base(character, objectiveManager, priorityModifier, option)
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{
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Reset();
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}
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protected override void Act(float deltaTime) { }
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (IgnoreListClearInterval > 0)
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{
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if (ignoreListTimer > IgnoreListClearInterval)
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{
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Reset();
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}
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else
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{
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ignoreListTimer += deltaTime;
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}
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}
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if (targetUpdateTimer < 0)
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{
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UpdateTargets();
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}
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else
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{
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targetUpdateTimer -= deltaTime;
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}
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// Sync objectives, subobjectives and targets
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foreach (var objective in Objectives)
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{
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var target = objective.Key;
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if (!objective.Value.CanBeCompleted)
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{
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ignoreList.Add(target);
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targetUpdateTimer = 0;
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}
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if (!Targets.Contains(target))
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{
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subObjectives.Remove(objective.Value);
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}
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}
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SyncRemovedObjectives(Objectives, GetList());
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if (Objectives.None() && Targets.Any())
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{
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CreateObjectives();
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}
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}
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// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
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private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1);
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public override void Reset()
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{
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ignoreList.Clear();
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ignoreListTimer = 0;
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UpdateTargets();
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}
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public override void OnSelected()
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{
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base.OnSelected();
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if (HumanAIController.ObjectiveManager.CurrentOrder == this)
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{
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Reset();
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}
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}
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public override float GetPriority()
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{
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if (character.Submarine == null) { return 0; }
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if (Targets.None()) { return 0; }
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// Allow the target value to be more than 100.
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float targetValue = TargetEvaluation();
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// If the target value is less than 1% of the max value, let's just treat it as zero.
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if (targetValue < 1) { return 0; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
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float devotion = MathHelper.Min(10, Priority);
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float value = MathHelper.Clamp((devotion + targetValue * PriorityModifier) / 100, 0, 1);
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return MathHelper.Lerp(0, max, value);
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}
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protected void UpdateTargets()
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{
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SetTargetUpdateTimer();
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Targets.Clear();
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FindTargets();
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CreateObjectives();
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}
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protected virtual void FindTargets()
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{
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foreach (T target in GetList())
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{
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// The bots always find targets when the objective is an order.
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if (objectiveManager.CurrentOrder != this)
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{
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// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
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bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
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if (!ignore && !ReportedTargets.Contains(target)) { continue; }
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}
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if (!Filter(target)) { continue; }
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if (!ignoreList.Contains(target))
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{
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Targets.Add(target);
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}
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}
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}
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protected virtual void CreateObjectives()
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{
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foreach (T target in Targets)
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{
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if (!Objectives.TryGetValue(target, out AIObjective objective))
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{
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objective = ObjectiveConstructor(target);
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objective.Completed += () => OnObjectiveCompleted(objective, target);
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Objectives.Add(target, objective);
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if (!subObjectives.Contains(objective))
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{
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subObjectives.Add(objective);
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}
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}
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}
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}
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protected abstract void OnObjectiveCompleted(AIObjective objective, T target);
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/// <summary>
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/// List of all possible items of the specified type. Used for filtering the removed objectives.
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/// </summary>
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protected abstract IEnumerable<T> GetList();
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protected abstract float TargetEvaluation();
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protected abstract AIObjective ObjectiveConstructor(T target);
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protected abstract bool Filter(T target);
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}
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}
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