using Barotrauma.Extensions; using Barotrauma.Items.Components; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveCleanupItems : AIObjectiveLoop { public override Identifier Identifier { get; set; } = "cleanup items".ToIdentifier(); public override bool KeepDivingGearOn => true; public override bool AllowAutomaticItemUnequipping => false; protected override bool ForceOrderPriority => false; public readonly List prioritizedItems = new List(); public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { if (prioritizedItem != null) { prioritizedItems.Add(prioritizedItem); } } public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable prioritizedItems, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null)); } protected override float TargetEvaluation() { if (Targets.None()) { return 0; } if (objectiveManager.IsOrder(this)) { float prio = objectiveManager.GetOrderPriority(this); if (subObjectives.All(so => so.SubObjectives.None())) { // If none of the subobjectives have subobjectives, no valid container was found. Don't allow running. ForceWalk = true; } return prio; } return AIObjectiveManager.RunPriority - 0.5f; } protected override bool Filter(Item target) { System.Diagnostics.Debug.Assert(target.GetComponent() is { } pickable && !pickable.IsAttached, "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking pickable, non-attached items."); System.Diagnostics.Debug.Assert(target.Prefab.PreferredContainers.Any(), "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking items that have preferred containers defined."); // If the target was selected as a valid target, we'll have to accept it so that the objective can be completed. // The validity changes when a character picks the item up. if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); } if (target.CurrentHull.FireSources.Count > 0) { return false; } // Don't clean up items in rooms that have enemies inside. if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; } return true; } protected override IEnumerable GetList() => Item.CleanableItems; protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier) { IsPriority = prioritizedItems.Contains(item) }; protected override void OnObjectiveCompleted(AIObjective objective, Item target) => HumanAIController.RemoveTargets(character, target); public static bool IsItemInsideValidSubmarine(Item item, Character character) { if (item.CurrentHull == null) { return false; } if (item.Submarine == null) { return false; } if (item.Submarine.TeamID != character.TeamID) { return false; } if (character.Submarine != null && !character.Submarine.IsConnectedTo(item.Submarine)) { return false; } return true; } public static bool IsValidContainer(Item container, Character character, bool allowUnloading = true) => allowUnloading && container.HasAccess(character) && container.HasTag("allowcleanup") && container.ParentInventory == null && container.OwnInventory != null && container.OwnInventory.AllItems.Any() && container.GetComponent() != null && IsItemInsideValidSubmarine(container, character) && !container.IsClaimedByBallastFlora; public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true) { if (item == null) { return false; } if (!item.HasAccess(character)) { return false; } if ((item.SpawnedInCurrentOutpost && !item.AllowStealing) == character.IsOnPlayerTeam) { return false; } if (item.ParentInventory != null) { if (item.Container == null) { // In a character inventory return false; } if (!IsValidContainer(item.Container, character, allowUnloading)) { return false; } } if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; } if (item.HasBallastFloraInHull) { return false; } var wire = item.GetComponent(); if (wire != null) { if (wire.Connections.Any()) { return false; } } else { var connectionPanel = item.GetComponent(); if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Count > 0)) { return false; } } if (!checkInventory) { return true; } return CanEquip(character, item); } public override void OnDeselected() { base.OnDeselected(); foreach (var subObjective in SubObjectives) { if (subObjective is AIObjectiveCleanupItem cleanUpObjective) { cleanUpObjective.DropTarget(); } } } } }