Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
2019-03-27 20:52:47 +02:00

295 lines
12 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveGetItem : AIObjective
{
public override string DebugTag => "get item";
public Func<Item, float> GetItemPriority;
//can be either tags or identifiers
private string[] itemIdentifiers;
private Item targetItem, moveToTarget;
private int currSearchIndex;
public string[] ignoredContainerIdentifiers;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
private bool equip;
private HashSet<Item> ignoredItems = new HashSet<Item>();
private bool canBeCompleted = true;
public override bool CanBeCompleted => canBeCompleted;
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false) : base(character, "")
{
currSearchIndex = -1;
this.equip = equip;
this.targetItem = targetItem;
}
public AIObjectiveGetItem(Character character, string itemIdentifier, bool equip = false) : this(character, new string[] { itemIdentifier }, equip) { }
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, bool equip = false) : base(character, "")
{
currSearchIndex = -1;
this.equip = equip;
this.itemIdentifiers = itemIdentifiers;
for (int i = 0; i < itemIdentifiers.Length; i++)
{
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
}
CheckInventory();
}
private void CheckInventory()
{
if (itemIdentifiers == null)
{
return;
}
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) continue;
if (itemIdentifiers.Any(id => character.Inventory.Items[i].Prefab.Identifier == id || character.Inventory.Items[i].HasTag(id)))
{
targetItem = character.Inventory.Items[i];
moveToTarget = targetItem;
currItemPriority = 100.0f;
break;
}
//check items inside items (tool inside a toolbox etc)
var containedItems = character.Inventory.Items[i].ContainedItems;
if (containedItems != null)
{
foreach (Item containedItem in containedItems)
{
if (containedItem == null || containedItem.Condition <= 0.0f) continue;
if (itemIdentifiers.Any(id => containedItem.Prefab.Identifier == id || containedItem.HasTag(id)))
{
targetItem = containedItem;
moveToTarget = character.Inventory.Items[i];
currItemPriority = 100.0f;
break;
}
}
}
}
}
protected override void Act(float deltaTime)
{
FindTargetItem();
if (targetItem == null || moveToTarget == null)
{
SteeringManager.SteeringWander();
return;
}
if (moveToTarget.CurrentHull == character.CurrentHull &&
Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
{
int targetSlot = -1;
if (equip)
{
var pickable = targetItem.GetComponent<Pickable>();
if (pickable == null)
{
canBeCompleted = false;
return;
}
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) continue;
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
//slot not needed by the item, continue
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) continue;
targetSlot = i;
//slot free, continue
if (character.Inventory.Items[i] == null) continue;
//try to move the existing item to LimbSlot.Any and continue if successful
if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) continue;
//if everything else fails, simply drop the existing item
character.Inventory.Items[i].Drop(character);
}
}
}
targetItem.TryInteract(character, false, true);
if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
{
character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
}
}
else
{
if (goToObjective == null || moveToTarget != goToObjective.Target)
{
//check if we're already looking for a diving gear
bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
}
goToObjective.TryComplete(deltaTime);
if (!goToObjective.CanBeCompleted)
{
targetItem = null;
moveToTarget = null;
ignoredItems.Add(targetItem);
}
}
}
/// <summary>
/// searches for an item that matches the desired item and adds a goto subobjective if one is found
/// </summary>
private void FindTargetItem()
{
if (itemIdentifiers == null)
{
if (targetItem == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item is was defined.");
#endif
canBeCompleted = false;
}
return;
}
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
{
currSearchIndex++;
var item = Item.ItemList[currSearchIndex];
if (ignoredItems.Contains(item)) { continue; }
if (item.Submarine == null) { continue; }
else if (item.Submarine.TeamID != character.TeamID) { continue; }
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
if (ignoredContainerIdentifiers != null && item.Container != null)
{
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
}
//if the item is inside a character's inventory, don't steal it unless the character is dead
if (item.ParentInventory is CharacterInventory)
{
if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
}
//if the item is inside an item, which is inside a character's inventory, don't steal it
Item rootContainer = item.GetRootContainer();
if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
{
if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
}
float itemPriority = 0.0f;
if (GetItemPriority != null)
{
//ignore if the item has zero priority
itemPriority = GetItemPriority(item);
if (itemPriority <= 0.0f) { continue; }
}
itemPriority = itemPriority - Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
//ignore if the item has a lower priority than the currently selected one
if (moveToTarget != null && itemPriority < currItemPriority) { continue; }
currItemPriority = itemPriority;
targetItem = item;
moveToTarget = rootContainer ?? item;
}
//if searched through all the items and a target wasn't found, can't be completed
if (currSearchIndex >= Item.ItemList.Count - 1 && targetItem == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}");
#endif
canBeCompleted = false;
}
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
if (getItem == null) return false;
if (getItem.equip != equip) return false;
if (getItem.itemIdentifiers != null && itemIdentifiers != null)
{
if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) return false;
for (int i = 0; i < getItem.itemIdentifiers.Length; i++)
{
if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) return false;
}
return true;
}
else if (getItem.itemIdentifiers == null && itemIdentifiers == null)
{
return getItem.targetItem == targetItem;
}
return false;
}
public override bool IsCompleted()
{
if (itemIdentifiers != null)
{
foreach (string itemName in itemIdentifiers)
{
var matchingItem = character.Inventory.FindItemByTag(itemName) ?? character.Inventory.FindItemByIdentifier(itemName);
if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem))) return true;
}
return false;
}
else if (targetItem != null)
{
return character.Inventory.Items.Contains(targetItem) && (!equip || character.HasEquippedItem(targetItem));
}
else
{
return false;
}
}
}
}