v0.10.6.2
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveCleanupItems : AIObjectiveLoop<Item>
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{
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public override string DebugTag => "cleanup items";
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public override bool KeepDivingGearOn => true;
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public override bool AllowAutomaticItemUnequipping => false;
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public override bool ForceOrderPriority => false;
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public readonly Item prioritizedItem;
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public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
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: base(character, objectiveManager, priorityModifier)
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{
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this.prioritizedItem = prioritizedItem;
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}
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protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
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protected override bool Filter(Item target)
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{
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// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
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// The validity changes when a character picks the item up.
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if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
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if (target.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 == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
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return true;
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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 AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
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{
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IsPriority = prioritizedItem == item
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};
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protected override void OnObjectiveCompleted(AIObjective objective, Item target)
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=> HumanAIController.RemoveTargets<AIObjectiveCleanupItems, Item>(character, target);
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private static bool IsItemInsideValidSubmarine(Item item, Character character)
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{
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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 (character.Submarine != null)
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{
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if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
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}
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return true;
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}
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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.NonInteractable) { return false; }
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if (item.ParentInventory != null) { return false; }
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if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
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//var rootContainer = item.GetRootContainer();
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//// Only target items lying on the ground (= not inside a container) (do we need this check?)
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//if (rootContainer != null) { return false; }
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var pickable = item.GetComponent<Pickable>();
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if (pickable == null) { return false; }
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if (pickable is Holdable h && h.Attachable && h.Attached) { return false; }
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var wire = item.GetComponent<Wire>();
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if (wire != null)
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{
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if (wire.Connections.Any()) { return false; }
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}
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else
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{
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var connectionPanel = item.GetComponent<ConnectionPanel>();
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if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
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{
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return false;
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}
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}
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return item.Prefab.PreferredContainers.Any();
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}
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}
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}
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