using Barotrauma.Items.Components; using FarseerPhysics; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Barotrauma { class AIObjectiveFixLeak : AIObjective { private Gap leak; public Gap Leak { get { return leak; } } public AIObjectiveFixLeak(Gap leak, Character character) : base (character, "") { this.leak = leak; } public override float GetPriority(Character character) { if (leak.Open == 0.0f) return 0.0f; float leakSize = (leak.isHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f); float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition); dist = Math.Max(dist/100.0f, 1.0f); return Math.Min(leakSize/dist, 40.0f); } public override bool IsDuplicate(AIObjective otherObjective) { AIObjectiveFixLeak fixLeak = otherObjective as AIObjectiveFixLeak; if (fixLeak == null) return false; return fixLeak.leak == leak; } protected override void Act(float deltaTime) { var weldingTool = character.Inventory.FindItem("Welding Tool"); if (weldingTool == null) { subObjectives.Add(new AIObjectiveGetItem(character, "Welding Tool", true)); return; } else { var containedItems = weldingTool.ContainedItems; if (containedItems == null) return; var fuelTank = Array.Find(containedItems, i => i.Name == "Welding Fuel Tank" && i.Condition > 0.0f); if (fuelTank == null) { AddSubObjective(new AIObjectiveContainItem(character, "Welding Fuel Tank", weldingTool.GetComponent())); } } if (Vector2.Distance(character.Position, leak.Position) > 300.0f) { AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character)); } else { var repairTool = weldingTool.GetComponent(); if (repairTool == null) return; AddSubObjective(new AIObjectiveOperateItem(repairTool, character, "", leak)); } } private Vector2 GetStandPosition() { Vector2 standPos = leak.Position; var hull = leak.FlowTargetHull; if (hull == null) return standPos; if (leak.isHorizontal) { standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width; } else { standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - leak.Position.Y) * leak.Rect.Height; } return standPos; } } }