(d34fb2097) Major refactoring: - Replace custom logic regarding subobjectives with generic logic. - Ensure that all the objectives follow the same logic, reduce duplicate code where possible.
This commit is contained in:
@@ -11,6 +11,9 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "get item";
|
||||
|
||||
private readonly bool equip;
|
||||
private readonly HashSet<Item> ignoredItems = new HashSet<Item>();
|
||||
|
||||
public Func<Item, float> GetItemPriority;
|
||||
|
||||
//can be either tags or identifiers
|
||||
@@ -20,12 +23,6 @@ namespace Barotrauma
|
||||
public string[] ignoredContainerIdentifiers;
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private float currItemPriority;
|
||||
private bool equip;
|
||||
|
||||
private HashSet<Item> ignoredItems = new HashSet<Item>();
|
||||
|
||||
private bool canBeCompleted = true;
|
||||
public override bool CanBeCompleted => canBeCompleted;
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
@@ -57,20 +54,15 @@ namespace Barotrauma
|
||||
{
|
||||
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
|
||||
}
|
||||
|
||||
CheckInventory();
|
||||
}
|
||||
|
||||
private void CheckInventory()
|
||||
{
|
||||
if (itemIdentifiers == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (itemIdentifiers == null) { return; }
|
||||
for (int i = 0; i < character.Inventory.Items.Length; i++)
|
||||
{
|
||||
if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) continue;
|
||||
if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) { continue; }
|
||||
if (itemIdentifiers.Any(id => character.Inventory.Items[i].Prefab.Identifier == id || character.Inventory.Items[i].HasTag(id)))
|
||||
{
|
||||
targetItem = character.Inventory.Items[i];
|
||||
@@ -84,7 +76,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
if (containedItem == null || containedItem.Condition <= 0.0f) continue;
|
||||
if (containedItem == null || containedItem.Condition <= 0.0f) { continue; }
|
||||
if (itemIdentifiers.Any(id => containedItem.Prefab.Identifier == id || containedItem.HasTag(id)))
|
||||
{
|
||||
targetItem = containedItem;
|
||||
@@ -103,10 +95,8 @@ namespace Barotrauma
|
||||
if (targetItem == null || moveToTarget == null)
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
//SteeringManager.SteeringWander();
|
||||
return;
|
||||
}
|
||||
|
||||
if (moveToTarget.CurrentHull == character.CurrentHull &&
|
||||
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance, 2))
|
||||
{
|
||||
@@ -116,36 +106,28 @@ namespace Barotrauma
|
||||
var pickable = targetItem.GetComponent<Pickable>();
|
||||
if (pickable == null)
|
||||
{
|
||||
canBeCompleted = false;
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
//check if all the slots required by the item are free
|
||||
foreach (InvSlotType slots in pickable.AllowedSlots)
|
||||
{
|
||||
if (slots.HasFlag(InvSlotType.Any)) continue;
|
||||
|
||||
if (slots.HasFlag(InvSlotType.Any)) { continue; }
|
||||
for (int i = 0; i < character.Inventory.Items.Length; i++)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) continue;
|
||||
|
||||
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) { continue; }
|
||||
targetSlot = i;
|
||||
|
||||
//slot free, continue
|
||||
if (character.Inventory.Items[i] == null) continue;
|
||||
|
||||
if (character.Inventory.Items[i] == null) { continue; }
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) continue;
|
||||
|
||||
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
|
||||
//if everything else fails, simply drop the existing item
|
||||
character.Inventory.Items[i].Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
targetItem.TryInteract(character, false, true);
|
||||
|
||||
if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
|
||||
{
|
||||
character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
|
||||
@@ -161,11 +143,14 @@ namespace Barotrauma
|
||||
|
||||
//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
|
||||
goToObjective = new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: !gettingDivingGear);
|
||||
if (!subObjectives.Contains(goToObjective))
|
||||
{
|
||||
AddSubObjective(goToObjective);
|
||||
}
|
||||
}
|
||||
|
||||
goToObjective.TryComplete(deltaTime);
|
||||
if (!goToObjective.CanBeCompleted)
|
||||
else if (goToObjective != null && !goToObjective.CanBeCompleted)
|
||||
{
|
||||
goToObjective = null;
|
||||
targetItem = null;
|
||||
moveToTarget = null;
|
||||
ignoredItems.Add(targetItem);
|
||||
@@ -185,24 +170,20 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item is was defined.");
|
||||
#endif
|
||||
canBeCompleted = false;
|
||||
abandon = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
{
|
||||
currSearchIndex++;
|
||||
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
if (ignoredItems.Contains(item)) { continue; }
|
||||
if (item.Submarine == null) { continue; }
|
||||
else if (item.Submarine.TeamID != character.TeamID) { continue; }
|
||||
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
|
||||
if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
|
||||
if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
|
||||
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
@@ -217,14 +198,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
|
||||
//if the item is inside an item, which is inside a character's inventory, don't steal it
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
|
||||
{
|
||||
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
|
||||
}
|
||||
|
||||
float itemPriority = 0.0f;
|
||||
if (GetItemPriority != null)
|
||||
{
|
||||
@@ -232,40 +211,35 @@ namespace Barotrauma
|
||||
itemPriority = GetItemPriority(item);
|
||||
if (itemPriority <= 0.0f) { continue; }
|
||||
}
|
||||
|
||||
itemPriority = itemPriority - Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
|
||||
|
||||
itemPriority -= Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
|
||||
//ignore if the item has a lower priority than the currently selected one
|
||||
if (moveToTarget != null && itemPriority < currItemPriority) { continue; }
|
||||
|
||||
currItemPriority = itemPriority;
|
||||
|
||||
targetItem = item;
|
||||
moveToTarget = rootContainer ?? item;
|
||||
|
||||
}
|
||||
|
||||
//if searched through all the items and a target wasn't found, can't be completed
|
||||
if (currSearchIndex >= Item.ItemList.Count - 1 && targetItem == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}");
|
||||
#endif
|
||||
canBeCompleted = false;
|
||||
abandon = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
|
||||
if (getItem == null) return false;
|
||||
if (getItem.equip != equip) return false;
|
||||
if (getItem == null) { return false; }
|
||||
if (getItem.equip != equip) { return false; }
|
||||
if (getItem.itemIdentifiers != null && itemIdentifiers != null)
|
||||
{
|
||||
if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) return false;
|
||||
if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) { return false; }
|
||||
for (int i = 0; i < getItem.itemIdentifiers.Length; i++)
|
||||
{
|
||||
if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) return false;
|
||||
if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -273,7 +247,6 @@ namespace Barotrauma
|
||||
{
|
||||
return getItem.targetItem == targetItem;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -284,10 +257,12 @@ namespace Barotrauma
|
||||
foreach (string itemName in itemIdentifiers)
|
||||
{
|
||||
var matchingItem = character.Inventory.FindItemByTag(itemName) ?? character.Inventory.FindItemByIdentifier(itemName);
|
||||
if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem))) return true;
|
||||
if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
}
|
||||
else if (targetItem != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user