Renamed project folders from Subsurface to Barotrauma
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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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 System.Text;
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namespace Barotrauma
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{
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class AIObjectiveGetItem : AIObjective
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{
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private string itemName;
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private Item targetItem, moveToTarget;
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private int currSearchIndex;
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private bool canBeCompleted;
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public bool IgnoreContainedItems;
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private AIObjectiveGoTo goToObjective;
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private bool equip;
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public override bool CanBeCompleted
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{
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get { return canBeCompleted; }
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}
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public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
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: base(character, "")
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{
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canBeCompleted = true;
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this.equip = equip;
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currSearchIndex = 0;
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemName, bool equip=false)
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: base (character, "")
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{
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canBeCompleted = true;
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this.equip = equip;
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currSearchIndex = 0;
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this.itemName = itemName;
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}
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protected override void Act(float deltaTime)
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{
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FindTargetItem();
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if (targetItem == null || moveToTarget == null) return;
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
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{
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int targetSlot = -1;
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if (equip)
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{
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var pickable = targetItem.GetComponent<Pickable>();
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if (pickable == null)
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{
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canBeCompleted = false;
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return;
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}
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (slots.HasFlag(InvSlotType.Any)) continue;
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for (int i = 0; i<character.Inventory.Items.Length; i++)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(CharacterInventory.limbSlots[i])) continue;
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targetSlot = i;
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//slot free, continue
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if (character.Inventory.Items[i] == null) continue;
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { InvSlotType.Any })) continue;
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop();
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}
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}
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}
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targetItem.Pick(character, false, true);
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, false);
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}
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}
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else
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{
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if (goToObjective == null)
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{
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bool gettingDivingGear = itemName == "diving" || itemName == "Diving Gear";
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goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
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}
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goToObjective.TryComplete(deltaTime);
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}
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}
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/// <summary>
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/// searches for an item that matches the desired item and adds a goto subobjective if one is found
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/// </summary>
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private void FindTargetItem()
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{
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if (itemName == null)
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{
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if (targetItem == null) canBeCompleted = false;
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return;
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}
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float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 2; i++)
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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
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if (IgnoreContainedItems && item.Container != null) continue;
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if (item.Name != itemName && !item.HasTag(itemName)) continue;
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//if the item is inside a character's inventory, don't steal it
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if (item.ParentInventory is CharacterInventory) continue;
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//if the item is inside an item, which is inside a character's inventory, don't steal it
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if (item.ParentInventory != null && item.ParentInventory.Owner is Item)
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{
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if (((Item)item.ParentInventory.Owner).ParentInventory is CharacterInventory) continue;
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}
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//ignore if item is further away than the currently targeted item
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Item rootContainer = item.GetRootContainer();
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if (moveToTarget != null && Vector2.DistanceSquared((rootContainer ?? item).Position, character.Position) > currDist) continue;
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targetItem = item;
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moveToTarget = rootContainer ?? item;
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}
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//if searched through all the items and a target wasn't found, can't be completed
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if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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if (getItem == null) return false;
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return (getItem.itemName == itemName);
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}
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public override bool IsCompleted()
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{
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if (itemName!=null)
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{
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return character.Inventory.FindItem(itemName) != null;
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}
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else if (targetItem!= null)
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{
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return character.Inventory.Items.Contains(targetItem);
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}
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else
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{
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return false;
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}
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}
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}
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}
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