More AI fixes/improvements:

- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
This commit is contained in:
Joonas Rikkonen
2017-12-28 19:44:48 +02:00
parent d074d3d443
commit b84c965be3
7 changed files with 142 additions and 46 deletions
@@ -1,19 +1,27 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveContainItem: AIObjective
{
public int MinContainedAmount = 1;
private string[] itemNames;
private ItemContainer container;
bool isCompleted;
private bool isCompleted;
public bool IgnoreAlreadyContainedItems;
public Func<Item, float> GetItemPriority;
private AIObjectiveGetItem getItemObjective;
private AIObjectiveGoTo goToObjective;
public AIObjectiveContainItem(Character character, string itemName, ItemContainer container)
: this(character, new string[] { itemName }, container)
{
@@ -28,7 +36,28 @@ namespace Barotrauma
public override bool IsCompleted()
{
return isCompleted || itemNames.Any(name => container.Inventory.FindItem(name) != null);
if (isCompleted) return true;
int containedItemCount = 0;
foreach (Item item in container.Inventory.Items)
{
if (item != null && itemNames.Any(name => item.Prefab.NameMatches(name) || item.HasTag(name))) containedItemCount++;
}
return containedItemCount >= MinContainedAmount;
}
public override bool CanBeCompleted
{
get
{
if (goToObjective != null)
{
return goToObjective.CanBeCompleted;
}
return getItemObjective == null || !getItemObjective.CanBeCompleted;
}
}
public override float GetPriority(AIObjectiveManager objectiveManager)
@@ -49,9 +78,10 @@ namespace Barotrauma
var itemToContain = character.Inventory.FindItem(itemNames);
if (itemToContain == null)
{
var getItem = new AIObjectiveGetItem(character, itemNames);
getItem.IgnoreContainedItems = IgnoreAlreadyContainedItems;
AddSubObjective(getItem);
getItemObjective = new AIObjectiveGetItem(character, itemNames);
getItemObjective.GetItemPriority = GetItemPriority;
getItemObjective.IgnoreContainedItems = IgnoreAlreadyContainedItems;
AddSubObjective(getItemObjective);
return;
}
@@ -68,9 +98,10 @@ namespace Barotrauma
else
{
if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance
&& !container.Item.IsInsideTrigger(character.Position))
&& !container.Item.IsInsideTrigger(character.WorldPosition))
{
AddSubObjective(new AIObjectiveGoTo(container.Item, character));
goToObjective = new AIObjectiveGoTo(container.Item, character);
AddSubObjective(goToObjective);
return;
}