Ejemplo n.º 1
0
        void UpdateCommandDecision(float timeSinceLastUpdate)
        {
#if DEBUG
            ShipCommandLog("Updating command for character " + character);
#endif

            shipGlobalIssues.ForEach(c => c.CalculateGlobalIssue());

            AlliedCharacters.Clear();
            EnemyCharacters.Clear();

            bool isEmergency = false;

            foreach (Character potentialCharacter in Character.CharacterList)
            {
                if (!HumanAIController.IsActive(character))
                {
                    continue;
                }

                if (HumanAIController.IsFriendly(character, potentialCharacter, true) && potentialCharacter.AIController is HumanAIController)
                {
                    if (AbleToTakeOrder(potentialCharacter))
                    {
                        AlliedCharacters.Add(potentialCharacter);
                    }
                }
                else
                {
                    EnemyCharacters.Add(potentialCharacter);
                    if (potentialCharacter.Submarine == CommandedSubmarine) // if enemies are on board, don't issue normal orders anymore
                    {
                        isEmergency = true;
                    }
                }
            }

            attendedIssues.Clear();
            availableIssues.Clear();

            foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers)
            {
                float importance = shipIssueWorker.CalculateImportance(isEmergency);
                if (shipIssueWorker.OrderAttendedTo(timeSinceLastUpdate))
                {
#if DEBUG
                    ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it was already being attended by " + shipIssueWorker.OrderedCharacter);
#endif
                    attendedIssues.Add(shipIssueWorker);
                }
                else
                {
#if DEBUG
                    ShipCommandLog("Current importance for " + shipIssueWorker + " was " + importance + " and it is not attended to");
#endif
                    shipIssueWorker.RemoveOrder();
                    availableIssues.Add(shipIssueWorker);
                }
            }

            availableIssues.Sort((x, y) => y.Importance.CompareTo(x.Importance));
            attendedIssues.Sort((x, y) => x.Importance.CompareTo(y.Importance));

            ShipIssueWorker mostImportantIssue = availableIssues.FirstOrDefault();

            float     bestValue     = 0f;
            Character bestCharacter = null;

            if (mostImportantIssue != null && mostImportantIssue.Importance > MinimumIssueThreshold)
            {
                IEnumerable <Character> bestCharacters = CrewManager.GetCharactersSortedForOrder(mostImportantIssue.SuggestedOrderPrefab, AlliedCharacters, character, true);

                foreach (Character orderedCharacter in bestCharacters)
                {
                    float issueApplicability = mostImportantIssue.Importance;

                    // prefer not to switch if not qualified
                    issueApplicability *= mostImportantIssue.SuggestedOrderPrefab.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 1f : 0.75f;

                    ShipIssueWorker occupiedIssue = attendedIssues.FirstOrDefault(i => i.OrderedCharacter == orderedCharacter);

                    if (occupiedIssue != null)
                    {
                        if (occupiedIssue.GetType() == mostImportantIssue.GetType() && mostImportantIssue is ShipIssueWorkerGlobal && occupiedIssue is ShipIssueWorkerGlobal)
                        {
                            continue;
                        }

                        // reverse redundancy to ensure certain issues can be switched over easily (operating weapons)
                        if (mostImportantIssue.AllowEasySwitching && occupiedIssue.AllowEasySwitching)
                        {
                            issueApplicability /= mostImportantIssue.CurrentRedundancy;
                        }

                        // give slight preference if not qualified for current job
                        issueApplicability += occupiedIssue.SuggestedOrderPrefab.AppropriateJobs.Contains(orderedCharacter.Info.Job.Prefab.Identifier) ? 0 : 7.5f;

                        // prefer not to switch orders unless considerably more important
                        issueApplicability -= IssueDevotionBuffer;

                        if (issueApplicability + IssueDevotionBuffer < occupiedIssue.Importance)
                        {
                            continue;
                        }
                    }

                    // prefer first one in bestCharacters in tiebreakers
                    if (issueApplicability > bestValue)
                    {
                        bestValue     = issueApplicability;
                        bestCharacter = orderedCharacter;
                    }
                }
            }

            if (bestCharacter != null && mostImportantIssue != null)
            {
#if DEBUG
                ShipCommandLog("Setting " + mostImportantIssue + " for character " + bestCharacter);
#endif
                mostImportantIssue.SetOrder(bestCharacter);
            }
            else  // if we didn't give an order, let's try to dismiss someone instead
            {
                foreach (ShipIssueWorker shipIssueWorker in ShipIssueWorkers)
                {
                    if (shipIssueWorker.Importance <= 0f && shipIssueWorker.OrderAttendedTo())
                    {
#if DEBUG
                        ShipCommandLog("Dismissing " + shipIssueWorker + " for character " + shipIssueWorker.OrderedCharacter);
#endif
                        Order orderPrefab = Order.GetPrefab("dismissed");
                        character.Speak(orderPrefab.GetChatMessage(shipIssueWorker.OrderedCharacter.Name, "", givingOrderToSelf: false));
                        shipIssueWorker.OrderedCharacter.SetOrder(Order.GetPrefab("dismissed"), orderOption: null, priority: 3, character);
                        shipIssueWorker.RemoveOrder();
                        break;
                    }
                }
            }
        }