Пример #1
0
 protected override float GetPriority()
 {
     if (!IsAllowed)
     {
         Priority = 0;
         Abandon  = true;
         return(Priority);
     }
     if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
     {
         Priority = 0;
         Abandon  = true;
     }
     else
     {
         // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
         float dist           = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
         float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
         if (targetCharacter.CurrentHull == character.CurrentHull)
         {
             distanceFactor = 1;
         }
         float vitalityFactor = 1 - AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) / 100;
         float devotion       = CumulatedDevotion / 100;
         Priority = MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + (vitalityFactor * distanceFactor * PriorityModifier), 0, 1));
     }
     return(Priority);
 }
Пример #2
0
        public override float GetPriority()
        {
            if (targetCharacter == null)
            {
                return(0);
            }
            if (targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
            {
                abandon = true;
                return(0);
            }
            // Don't go into rooms that have enemies
            if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(c)))
            {
                abandon = true;
                return(0);
            }
            // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
            float dist           = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
            float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
            float vitalityFactor = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter);
            float devotion       = Math.Min(Priority, 10) / 100;

            return(MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + vitalityFactor * distanceFactor, 0, 1)));
        }
Пример #3
0
        public override float GetPriority()
        {
            if (targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
            {
                return(0);
            }
            // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
            float dist           = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.WorldPosition.Y) * 2.0f;
            float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));

            if (targetCharacter.CurrentHull == character.CurrentHull)
            {
                distanceFactor = 1;
            }
            float vitalityFactor = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter);
            float devotion       = Math.Min(Priority, 10) / 100;

            return(MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + vitalityFactor * distanceFactor, 0, 1)));
        }
        protected override bool Check()
        {
            if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
            {
                Abandon = true;
                return(false);
            }
            // Don't go into rooms that have enemies
            if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
            {
                Abandon = true;
                return(false);
            }
            bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);

            if (isCompleted && targetCharacter != character)
            {
                character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
                                null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
            }
            return(isCompleted);
        }
Пример #5
0
        protected override bool CheckObjectiveSpecific()
        {
            if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
            {
                Abandon = true;
                return(false);
            }
            // Don't go into rooms that have enemies
            if (Character.CharacterList.Any(c => c.CurrentHull == targetCharacter.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
            {
                Abandon = true;
                return(false);
            }
            bool isCompleted =
                AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
                targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Prefab.IsBuff || a.Strength <= a.Prefab.TreatmentThreshold);

            if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
            {
                character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
                                null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
            }
            return(isCompleted);
        }
Пример #6
0
        public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
        {
            if (order == null)
            {
                return(null);
            }
            AIObjective newObjective;

            switch (order.AITag.ToLowerInvariant())
            {
            case "follow":
                if (orderGiver == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    CloseEnough               = 100,
                    AllowGoingOutside         = true,
                    IgnoreIfTargetDead        = true,
                    followControlledCharacter = orderGiver == character,
                    mimic = true
                };
                break;

            case "wait":
                newObjective = new AIObjectiveGoTo(character, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    AllowGoingOutside = true
                };
                break;

            case "fixleaks":
                newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier);
                break;

            case "chargebatteries":
                newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
                break;

            case "rescue":
                newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
                break;

            case "repairsystems":
                newObjective = new AIObjectiveRepairItems(character, this, priorityModifier)
                {
                    RequireAdequateSkills = option == "jobspecific"
                };
                break;

            case "pumpwater":
                newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
                break;

            case "extinguishfires":
                newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
                break;

            case "fightintruders":
                newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
                break;

            case "steer":
                var steering = (order?.TargetEntity as Item)?.GetComponent <Steering>();
                if (steering != null)
                {
                    steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
                }
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
                {
                    IsLoop = true
                };
                break;

            default:
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
                {
                    IsLoop = true
                };
                break;
            }
            return(newObjective);
        }
Пример #7
0
        public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
        {
            if (order == null || order.Identifier == "dismissed")
            {
                return(null);
            }
            AIObjective newObjective;

            switch (order.Identifier.ToLowerInvariant())
            {
            case "follow":
                if (orderGiver == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    CloseEnough                = Rand.Range(90, 100) + Rand.Range(50, 70) * Math.Min(HumanAIController.CountCrew(c => c.ObjectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.Target == orderGiver, onlyBots: true), 4),
                    extraDistanceOutsideSub    = 100,
                    extraDistanceWhileSwimming = 100,
                    AllowGoingOutside          = true,
                    IgnoreIfTargetDead         = true,
                    followControlledCharacter  = true,
                    mimic = true,
                    DialogueIdentifier = "dialogcannotreachplace"
                };
                break;

            case "wait":
                newObjective = new AIObjectiveGoTo(order.TargetSpatialEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    AllowGoingOutside = character.Submarine == null || (order.TargetSpatialEntity != null && character.Submarine != order.TargetSpatialEntity.Submarine)
                };
                break;

            case "fixleaks":
                newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
                break;

            case "chargebatteries":
                newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
                break;

            case "rescue":
                newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
                break;

            case "repairsystems":
            case "repairmechanical":
            case "repairelectrical":
                newObjective = new AIObjectiveRepairItems(character, this, priorityModifier: priorityModifier, prioritizedItem: order.TargetEntity as Item)
                {
                    RelevantSkill         = order.AppropriateSkill,
                    RequireAdequateSkills = isAutonomous
                };
                break;

            case "pumpwater":
                if (order.TargetItemComponent is Pump targetPump)
                {
                    if (!order.TargetItemComponent.Item.IsInteractable(character))
                    {
                        return(null);
                    }
                    newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
                    {
                        IsLoop   = true,
                        Override = orderGiver != null && orderGiver.IsPlayer
                    };
                    // ItemComponent.AIOperate() returns false by default -> We'd have to set IsLoop = false and implement a custom override of AIOperate for the Pump.cs,
                    // if we want that the bot just switches the pump on/off and continues doing something else.
                    // If we want that the bot does the objective and then forgets about it, I think we could do the same plus dismiss when the bot is done.
                }
                else
                {
                    newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
                }
                break;

            case "extinguishfires":
                newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
                break;

            case "fightintruders":
                newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
                break;

            case "steer":
                var steering = (order?.TargetEntity as Item)?.GetComponent <Steering>();
                if (steering != null)
                {
                    steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
                }
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                if (!order.TargetItemComponent.Item.IsInteractable(character))
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
                                                          requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                break;

            case "setchargepct":
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
                {
                    IsLoop              = false,
                    Override            = !character.IsDismissed,
                    completionCondition = () =>
                    {
                        if (float.TryParse(option, out float pct))
                        {
                            var targetRatio  = Math.Clamp(pct, 0f, 1f);
                            var currentRatio = (order.TargetItemComponent as PowerContainer).RechargeRatio;
                            return(Math.Abs(targetRatio - currentRatio) < 0.05f);
                        }
                        return(true);
                    }
                };
                break;

            case "getitem":
                newObjective = new AIObjectiveGetItem(character, order.TargetEntity as Item ?? order.TargetItemComponent?.Item, this, false, priorityModifier: priorityModifier)
                {
                    MustBeSpecificItem = true
                };
                break;

            case "cleanupitems":
                if (order.TargetEntity is Item targetItem)
                {
                    if (targetItem.HasTag("allowcleanup") && targetItem.ParentInventory == null && targetItem.OwnInventory != null)
                    {
                        // Target all items inside the container
                        newObjective = new AIObjectiveCleanupItems(character, this, targetItem.OwnInventory.AllItems, priorityModifier);
                    }
                    else
                    {
                        newObjective = new AIObjectiveCleanupItems(character, this, targetItem, priorityModifier);
                    }
                }
                else
                {
                    newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier: priorityModifier);
                }
                break;

            default:
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                if (!order.TargetItemComponent.Item.IsInteractable(character))
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
                                                          requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                if (newObjective.Abandon)
                {
                    return(null);
                }
                break;
            }
            return(newObjective);
        }
Пример #8
0
        public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
        {
            if (order == null)
            {
                return(null);
            }
            AIObjective newObjective;

            switch (order.Identifier.ToLowerInvariant())
            {
            case "follow":
                if (orderGiver == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    CloseEnough               = 100,
                    AllowGoingOutside         = true,
                    IgnoreIfTargetDead        = true,
                    followControlledCharacter = orderGiver == character,
                    mimic = true,
                    DialogueIdentifier = "dialogcannotreachplace"
                };
                break;

            case "wait":
                newObjective = new AIObjectiveGoTo(order.TargetEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    AllowGoingOutside = character.CurrentHull == null
                };
                break;

            case "fixleaks":
                newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
                break;

            case "chargebatteries":
                newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
                break;

            case "rescue":
                newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
                break;

            case "repairsystems":
            case "repairmechanical":
            case "repairelectrical":
                newObjective = new AIObjectiveRepairItems(character, this, priorityModifier: priorityModifier, prioritizedItem: order.TargetEntity as Item)
                {
                    RelevantSkill         = order.AppropriateSkill,
                    RequireAdequateSkills = isAutonomous
                };
                break;

            case "pumpwater":
                if (order.TargetItemComponent is Pump targetPump)
                {
                    if (order.TargetItemComponent.Item.NonInteractable)
                    {
                        return(null);
                    }
                    newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
                    {
                        IsLoop   = true,
                        Override = orderGiver != null && orderGiver.IsPlayer
                    };
                    // ItemComponent.AIOperate() returns false by default -> We'd have to set IsLoop = false and implement a custom override of AIOperate for the Pump.cs,
                    // if we want that the bot just switches the pump on/off and continues doing something else.
                    // If we want that the bot does the objective and then forgets about it, I think we could do the same plus dismiss when the bot is done.
                }
                else
                {
                    newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
                }
                break;

            case "extinguishfires":
                newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
                break;

            case "fightintruders":
                newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
                break;

            case "steer":
                var steering = (order?.TargetEntity as Item)?.GetComponent <Steering>();
                if (steering != null)
                {
                    steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
                }
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                if (order.TargetItemComponent.Item.NonInteractable)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
                                                          requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                break;

            default:
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                if (order.TargetItemComponent.Item.NonInteractable)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
                                                          requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                if (newObjective.Abandon)
                {
                    return(null);
                }
                break;
            }
            return(newObjective);
        }
Пример #9
0
        protected void ReportProblems()
        {
            Order newOrder = null;

            if (Character.CurrentHull != null)
            {
                foreach (var hull in VisibleHulls)
                {
                    foreach (Character c in Character.CharacterList)
                    {
                        if (c.CurrentHull != hull)
                        {
                            continue;
                        }
                        if (AIObjectiveFightIntruders.IsValidTarget(c, Character))
                        {
                            AddTargets <AIObjectiveFightIntruders, Character>(Character, c);
                            if (newOrder == null)
                            {
                                var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
                                newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
                            }
                        }
                    }
                    if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character))
                    {
                        AddTargets <AIObjectiveExtinguishFires, Hull>(Character, hull);
                        if (newOrder == null)
                        {
                            var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
                            newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
                        }
                    }
                    foreach (Character c in Character.CharacterList)
                    {
                        if (c.CurrentHull != hull)
                        {
                            continue;
                        }
                        if (AIObjectiveRescueAll.IsValidTarget(c, Character))
                        {
                            if (AddTargets <AIObjectiveRescueAll, Character>(c, Character))
                            {
                                if (newOrder == null)
                                {
                                    var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
                                    newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character);
                                }
                            }
                        }
                    }
                    foreach (var gap in hull.ConnectedGaps)
                    {
                        if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
                        {
                            AddTargets <AIObjectiveFixLeaks, Gap>(Character, gap);
                            if (newOrder == null && !gap.IsRoomToRoom)
                            {
                                var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
                                newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
                            }
                        }
                    }
                    foreach (Item item in Item.ItemList)
                    {
                        if (item.CurrentHull != hull)
                        {
                            continue;
                        }
                        if (AIObjectiveRepairItems.IsValidTarget(item, Character))
                        {
                            if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold))
                            {
                                continue;
                            }
                            AddTargets <AIObjectiveRepairItems, Item>(Character, item);
                            if (newOrder == null)
                            {
                                var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices");
                                newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault(), orderGiver: Character);
                            }
                        }
                    }
                }
            }
            if (newOrder != null)
            {
                if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
                {
                    Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
#if SERVER
                    GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", Character.CurrentHull, null, Character));
#endif
                }
            }
        }
Пример #10
0
        public override bool IsCompleted()
        {
            if (targetCharacter == null || targetCharacter.Removed)
            {
                abandon = true;
                return(true);
            }

            bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);

            if (isCompleted)
            {
                character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
                                null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
            }
            return(isCompleted || targetCharacter.IsDead);
        }
Пример #11
0
        public void SetOrder(Order order, string option, Character orderGiver)
        {
            CurrentOrder = null;
            if (order == null)
            {
                return;
            }

            switch (order.AITag.ToLowerInvariant())
            {
            case "follow":
                CurrentOrder = new AIObjectiveGoTo(orderGiver, character, true)
                {
                    CloseEnough               = 1.5f,
                    AllowGoingOutside         = true,
                    IgnoreIfTargetDead        = true,
                    FollowControlledCharacter = orderGiver == character
                };
                break;

            case "wait":
                CurrentOrder = new AIObjectiveGoTo(character, character, true)
                {
                    AllowGoingOutside = true
                };
                break;

            case "fixleaks":
                CurrentOrder = new AIObjectiveFixLeaks(character);
                break;

            case "chargebatteries":
                CurrentOrder = new AIObjectiveChargeBatteries(character, option);
                break;

            case "rescue":
                CurrentOrder = new AIObjectiveRescueAll(character);
                break;

            case "repairsystems":
                CurrentOrder = new AIObjectiveRepairItems(character)
                {
                    RequireAdequateSkills = option != "all"
                };
                break;

            case "pumpwater":
                CurrentOrder = new AIObjectivePumpWater(character, option);
                break;

            case "extinguishfires":
                CurrentOrder = new AIObjectiveExtinguishFires(character);
                break;

            case "steer":
                var steering = (order?.TargetEntity as Item)?.GetComponent <Steering>();
                if (steering != null)
                {
                    steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
                }
                if (order.TargetItemComponent == null)
                {
                    return;
                }
                CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
                break;

            default:
                if (order.TargetItemComponent == null)
                {
                    return;
                }
                CurrentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
                break;
            }
        }
Пример #12
0
        public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
        {
            if (order == null)
            {
                return(null);
            }
            AIObjective newObjective;

            switch (order.Identifier.ToLowerInvariant())
            {
            case "follow":
                if (orderGiver == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    CloseEnough               = 100,
                    AllowGoingOutside         = true,
                    IgnoreIfTargetDead        = true,
                    followControlledCharacter = orderGiver == character,
                    mimic = true,
                    DialogueIdentifier = "dialogcannotreachplace"
                };
                break;

            case "wait":
                newObjective = new AIObjectiveGoTo(order.TargetEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
                {
                    AllowGoingOutside = character.CurrentHull == null
                };
                break;

            case "fixleaks":
                newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
                break;

            case "chargebatteries":
                newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
                break;

            case "rescue":
                newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
                break;

            case "repairsystems":
            case "repairmechanical":
            case "repairelectrical":
                newObjective = new AIObjectiveRepairItems(character, this, priorityModifier: priorityModifier, prioritizedItem: order.TargetEntity as Item)
                {
                    RelevantSkill         = order.AppropriateSkill,
                    RequireAdequateSkills = option == "jobspecific"
                };
                break;

            case "pumpwater":
                if (order.TargetItemComponent is Pump targetPump)
                {
                    newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier);
                    // newObjective.Completed += DismissSelf;
                }
                else
                {
                    newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
                }
                break;

            case "extinguishfires":
                newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
                break;

            case "fightintruders":
                newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
                break;

            case "steer":
                var steering = (order?.TargetEntity as Item)?.GetComponent <Steering>();
                if (steering != null)
                {
                    steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
                }
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                break;

            default:
                if (order.TargetItemComponent == null)
                {
                    return(null);
                }
                newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
                {
                    IsLoop = true,
                    // Don't override unless it's an order by a player
                    Override = orderGiver != null && orderGiver.IsPlayer
                };
                break;
            }
            return(newObjective);
        }