(61d00a474) v0.9.7.1
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveRepairItems : AIObjectiveLoop<Item>
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{
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public override string DebugTag => "repair items";
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/// <summary>
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/// Should the character only attempt to fix items they have the skills to fix, or any damaged item
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/// </summary>
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public bool RequireAdequateSkills;
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public override bool AllowMultipleInstances => true;
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public override bool IsDuplicate<T>(T otherObjective) =>
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(otherObjective as AIObjective) is AIObjectiveRepairItems repairObjective && repairObjective.RequireAdequateSkills == RequireAdequateSkills;
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public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override void CreateObjectives()
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{
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foreach (var item in Targets)
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{
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foreach (Repairable repairable in item.Repairables)
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{
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if (!Objectives.TryGetValue(item, out AIObjective objective))
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{
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objective = ObjectiveConstructor(item);
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Objectives.Add(item, 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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objective.Completed += () =>
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{
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Objectives.Remove(item);
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OnObjectiveCompleted(objective, item);
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};
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objective.Abandoned += () =>
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{
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Objectives.Remove(item);
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ignoreList.Add(item);
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targetUpdateTimer = 0;
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};
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}
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break;
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}
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}
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}
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protected override bool Filter(Item item)
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{
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if (!IsValidTarget(item, character)) { return false; }
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if (item.CurrentHull.FireSources.Count > 0) { return false; }
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// Don't repair items in rooms that have enemies inside.
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if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
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if (!Objectives.ContainsKey(item))
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{
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if (item != character.SelectedConstruction)
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{
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float condition = item.ConditionPercentage;
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if (item.Repairables.All(r => condition >= r.AIRepairThreshold)) { return false; }
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}
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}
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if (RequireAdequateSkills)
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{
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if (item.Repairables.Any(r => !r.HasRequiredSkills(character))) { return false; }
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}
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return true;
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}
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protected override float TargetEvaluation()
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{
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if (character.SelectedConstruction != null && Targets.Any(t => character.SelectedConstruction == t && t.ConditionPercentage < 100))
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{
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// Don't stop fixing until done
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return 100;
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}
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int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>(), onlyBots: true);
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int items = Targets.Count;
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bool anyFixers = otherFixers > 0;
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float ratio = anyFixers ? items / (float)otherFixers : 1;
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if (objectiveManager.CurrentOrder == this)
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{
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return Targets.Sum(t => 100 - t.ConditionPercentage) * ratio;
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}
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else
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{
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if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
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{
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// Enough fixers
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return 0;
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}
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return Targets.Sum(t => 100 - t.ConditionPercentage) * ratio;
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}
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}
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protected override IEnumerable<Item> GetList() => Item.ItemList;
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protected override AIObjective ObjectiveConstructor(Item item)
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=> new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Item target)
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=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
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public static bool IsValidTarget(Item item, Character character)
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{
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if (item == null) { return false; }
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if (item.IsFullCondition) { return false; }
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if (item.CurrentHull == null) { return false; }
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if (item.Submarine == null) { return false; }
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if (item.Submarine.TeamID != character.TeamID) { return false; }
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if (item.Repairables.None()) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
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return true;
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}
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}
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}
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