248 lines
8.8 KiB
C#
248 lines
8.8 KiB
C#
using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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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 AIObjectiveGetItem : AIObjective
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{
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public Func<Item, float> GetItemPriority;
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private string[] itemNames;
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private Item targetItem, moveToTarget;
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private int currSearchIndex;
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private bool canBeCompleted;
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public bool IgnoreContainedItems;
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private AIObjectiveGoTo goToObjective;
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private float currItemPriority;
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private bool equip;
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public override bool CanBeCompleted
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{
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get { return canBeCompleted; }
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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return 1.0f;
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}
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public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false)
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: base(character, "")
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{
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canBeCompleted = true;
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this.equip = equip;
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currSearchIndex = 0;
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemName, bool equip = false)
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: this(character, new string[] { itemName }, equip)
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{
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}
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public AIObjectiveGetItem(Character character, string[] itemNames, bool equip = false)
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: base(character, "")
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{
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canBeCompleted = true;
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this.equip = equip;
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currSearchIndex = 0;
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this.itemNames = itemNames;
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}
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protected override void Act(float deltaTime)
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{
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FindTargetItem();
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if (targetItem == null || moveToTarget == null)
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{
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character?.AIController?.SteeringManager?.Reset();
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return;
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}
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.InteractDistance * 2.0f)
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{
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int targetSlot = -1;
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if (equip)
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{
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var pickable = targetItem.GetComponent<Pickable>();
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if (pickable == null)
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{
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canBeCompleted = false;
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return;
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}
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (slots.HasFlag(InvSlotType.Any)) continue;
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(CharacterInventory.limbSlots[i])) continue;
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targetSlot = i;
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//slot free, continue
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if (character.Inventory.Items[i] == null) continue;
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) continue;
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop();
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}
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}
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}
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targetItem.TryInteract(character, false, true);
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
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}
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}
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else
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{
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if (goToObjective == null || moveToTarget != goToObjective.Target)
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{
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//check if we're already looking for a diving gear
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bool gettingDivingGear = (targetItem != null && targetItem.Prefab.NameMatches("Diving Gear") || targetItem.HasTag("diving")) ||
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(itemNames != null && (itemNames.Contains("diving") || itemNames.Contains("Diving Gear")));
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//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
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goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
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}
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goToObjective.TryComplete(deltaTime);
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}
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}
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/// <summary>
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/// searches for an item that matches the desired item and adds a goto subobjective if one is found
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/// </summary>
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private void FindTargetItem()
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{
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if (itemNames == null)
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{
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if (targetItem == null) canBeCompleted = false;
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return;
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}
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float currDist = moveToTarget == null ? 0.0f : Vector2.DistanceSquared(moveToTarget.Position, character.Position);
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 2; i++)
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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
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if (IgnoreContainedItems && item.Container != null) continue;
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if (!itemNames.Any(name => item.Prefab.NameMatches(name) || item.HasTag(name))) continue;
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//if the item is inside a character's inventory, don't steal it unless the character is dead
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if (item.ParentInventory is CharacterInventory)
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{
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Character owner = item.ParentInventory.Owner as Character;
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if (owner != null && !owner.IsDead) continue;
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}
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//if the item is inside an item, which is inside a character's inventory, don't steal it
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Item rootContainer = item.GetRootContainer();
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if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
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{
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Character owner = rootContainer.ParentInventory.Owner as Character;
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if (owner != null && !owner.IsDead) continue;
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}
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float itemPriority = 0.0f;
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if (GetItemPriority != null)
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{
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//ignore if the item has zero priority
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itemPriority = GetItemPriority(item);
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if (itemPriority <= 0.0f) continue;
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}
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itemPriority = itemPriority - Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
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//ignore if the item has a lower priority than the currently selected one
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if (moveToTarget != null && itemPriority < currItemPriority) continue;
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currItemPriority = itemPriority;
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targetItem = item;
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moveToTarget = rootContainer ?? item;
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}
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//if searched through all the items and a target wasn't found, can't be completed
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if (currSearchIndex >= Item.ItemList.Count && targetItem == null) canBeCompleted = false;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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if (getItem == null) return false;
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if (getItem.equip != equip) return false;
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if (getItem.itemNames != null && itemNames != null)
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{
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if (getItem.itemNames.Length != itemNames.Length) return false;
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for (int i = 0; i < getItem.itemNames.Length; i++)
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{
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if (getItem.itemNames[i] != itemNames[i]) return false;
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}
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return true;
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}
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else if (getItem.itemNames == null && itemNames == null)
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{
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return getItem.targetItem == targetItem;
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}
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return false;
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}
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public override bool IsCompleted()
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{
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if (itemNames != null)
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{
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foreach (string itemName in itemNames)
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{
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var matchingItem = character.Inventory.FindItem(itemName);
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if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem))) return true;
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}
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return false;
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}
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else if (targetItem != null)
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{
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return character.Inventory.Items.Contains(targetItem) && (!equip || character.HasEquippedItem(targetItem));
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}
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else
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{
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return false;
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}
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}
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}
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}
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