(61d00a474) v0.9.7.1
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveFixLeak : AIObjective
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{
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public override string DebugTag => "fix leak";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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public Gap Leak { get; private set; }
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private AIObjectiveGetItem getWeldingTool;
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private AIObjectiveContainItem refuelObjective;
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private AIObjectiveGoTo gotoObjective;
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private AIObjectiveOperateItem operateObjective;
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public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base (character, objectiveManager, priorityModifier)
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{
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Leak = leak;
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}
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protected override bool Check() => Leak.Open <= 0 || Leak.Removed;
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public override float GetPriority()
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{
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if (Leak.Removed || Leak.Open <= 0)
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{
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Priority = 0;
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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}
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return Priority;
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}
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protected override void Act(float deltaTime)
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{
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var weldingTool = character.Inventory.FindItemByTag("weldingequipment", true);
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if (weldingTool == null)
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{
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TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, true),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getWeldingTool));
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return;
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}
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else
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{
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var containedItems = weldingTool.ContainedItems;
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if (containedItems == null)
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
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#endif
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Abandon = true;
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return;
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}
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// Drop empty tanks
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foreach (Item containedItem in containedItems)
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{
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if (containedItem == null) { continue; }
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if (containedItem.Condition <= 0.0f)
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{
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containedItem.Drop(character);
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}
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}
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if (containedItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
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{
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TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref refuelObjective));
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return;
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}
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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Abandon = true;
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return;
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}
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Vector2 toLeak = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(toLeak.X) < 100 && toLeak.Y < 0.0f && toLeak.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = repairTool.Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
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bool canOperate = toLeak.LengthSquared() < reach * reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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{
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if (Check()) { IsCompleted = true; }
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else
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{
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// Failed to operate. Probably too far.
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Abandon = true;
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}
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});
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
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{
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AllowGoingOutside = !Leak.IsRoomToRoom && objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() && HumanAIController.HasDivingSuit(character, conditionPercentage: 50),
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CloseEnough = reach,
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DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak" : null,
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TargetName = Leak.FlowTargetHull?.DisplayName
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},
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onAbandon: () =>
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{
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if (Check()) { IsCompleted = true; }
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else if ((Leak.WorldPosition - character.WorldPosition).LengthSquared() > reach * reach * 2)
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{
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// Too far
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Abandon = true;
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}
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else
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{
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// We are close, try again.
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RemoveSubObjective(ref gotoObjective);
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}
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},
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onCompleted: () => RemoveSubObjective(ref gotoObjective));
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}
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}
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}
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}
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