using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using System; using System.Linq; using Barotrauma.Extensions; using FarseerPhysics; using Barotrauma.Items.Components; namespace Barotrauma { class AIObjectiveRepairItem : AIObjective { public override string DebugTag => "repair item"; public Item Item { get; private set; } private AIObjectiveGoTo goToObjective; private AIObjectiveContainItem refuelObjective; private float previousCondition = -1; private RepairTool repairTool; public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { Item = item; } public override float GetPriority() { // TODO: priority list? // Ignore items that are being repaired by someone else. if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character)) { return 0; } // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally) float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f; float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist)); float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition); float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character))); float isSelected = character.SelectedConstruction == Item ? 50 : 0; float devotion = (Math.Min(Priority, 10) + isSelected) / 100; float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90); return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + damagePriority * distanceFactor * successFactor * PriorityModifier, 0, 1)); } public override bool IsCompleted() { bool isCompleted = Item.IsFullCondition; if (isCompleted) { character?.Speak(TextManager.Get("DialogItemRepaired").Replace("[itemname]", Item.Name), null, 0.0f, "itemrepaired", 10.0f); } return isCompleted; } public override bool IsDuplicate(AIObjective otherObjective) { return otherObjective is AIObjectiveRepairItem repairObjective && repairObjective.Item == Item; } protected override void Act(float deltaTime) { foreach (Repairable repairable in Item.Repairables) { if (!repairable.HasRequiredItems(character, false)) { //make sure we have all the items required to fix the target item foreach (var kvp in repairable.requiredItems) { foreach (RelatedItem requiredItem in kvp.Value) { AddSubObjective(new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true)); } } return; } } // Only continue when the get item sub objectives have been completed. if (subObjectives.Any()) { return; } if (repairTool == null) { FindRepairTool(); } if (repairTool != null) { var containedItems = repairTool.Item.ContainedItems; if (containedItems == null) { #if DEBUG DebugConsole.ThrowError("AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory"); #endif abandon = true; return; } // Drop empty tanks foreach (Item containedItem in containedItems) { if (containedItem == null) { continue; } if (containedItem.Condition <= 0.0f) { containedItem.Drop(character); } } RelatedItem item = null; Item fuel = null; foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained]) { item = requiredItem; fuel = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it)); if (fuel != null) { break; } } if (fuel == null) { RemoveSubObjective(ref goToObjective); TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent(), objectiveManager)); return; } } if (character.CanInteractWith(Item, out _, checkLinked: false)) { if (repairTool != null) { OperateRepairTool(deltaTime); } foreach (Repairable repairable in Item.Repairables) { if (repairable.CurrentFixer != null && repairable.CurrentFixer != character) { // Someone else is repairing the target. Abandon the objective if the other is better at this then us. abandon = repairable.DegreeOfSuccess(character) < repairable.DegreeOfSuccess(repairable.CurrentFixer); } if (!abandon) { if (character.SelectedConstruction != Item) { Item.TryInteract(character, true, true); } if (previousCondition == -1) { previousCondition = Item.Condition; } else if (Item.Condition < previousCondition) { // If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it. abandon = true; character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f); } } repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character; break; } } else { RemoveSubObjective(ref refuelObjective); // If cannot reach the item, approach it. TryAddSubObjective(ref goToObjective, constructor: () => { previousCondition = -1; var objective = new AIObjectiveGoTo(Item, character, objectiveManager); if (repairTool != null) { objective.CloseEnough = ConvertUnits.ToSimUnits(repairTool.Range) * 0.75f; } return objective; }, onAbandon: () => character.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f)); } } private void FindRepairTool() { foreach (Repairable repairable in Item.Repairables) { foreach (var kvp in repairable.requiredItems) { foreach (RelatedItem requiredItem in kvp.Value) { foreach (var item in character.Inventory.Items) { if (requiredItem.MatchesItem(item)) { repairTool = item.GetComponent(); } } } } } } private void OperateRepairTool(float deltaTime) { character.CursorPosition = Item.Position; if (repairTool.Item.RequireAimToUse) { character.SetInput(InputType.Aim, false, true); } Vector2 fromToolToTarget = Item.Position - repairTool.Item.Position; if (fromToolToTarget.LengthSquared() < MathUtils.Pow(repairTool.Range / 2, 2)) { // Too close -> steer away character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2); } else { character.AIController.SteeringManager.Reset(); } if (VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4) { repairTool.Use(deltaTime, character); } } } }