Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs

144 lines
5.1 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveOperateItem : AIObjective
{
private ItemComponent component, controller;
private Entity operateTarget;
private bool isCompleted;
private bool canBeCompleted;
private bool requireEquip;
public override bool CanBeCompleted
{
get
{
return canBeCompleted;
}
}
public Entity OperateTarget
{
get { return operateTarget; }
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveOperateItem(ItemComponent item, Character character, string option, bool requireEquip, Entity operateTarget = null, bool useController = false)
: base (character, option)
{
this.component = item;
this.requireEquip = requireEquip;
this.operateTarget = operateTarget;
if (useController)
{
var controllers = item.Item.GetConnectedComponents<Controller>();
if (controllers.Any()) controller = controllers[0];
}
canBeCompleted = true;
}
protected override void Act(float deltaTime)
{
ItemComponent target = controller == null ? component : controller;
if (target.CanBeSelected)
{
if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.InteractDistance
|| target.Item.IsInsideTrigger(character.WorldPosition))
{
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
{
target.Item.TryInteract(character, false, true);
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
return;
}
AddSubObjective(new AIObjectiveGoTo(target.Item, character));
}
else
{
if (!character.Inventory.Items.Contains(component.Item))
{
AddSubObjective(new AIObjectiveGetItem(character, component.Item, true));
}
else
{
if (requireEquip && !character.HasEquippedItem(component.Item))
{
//the item has to be equipped before using it if it's holdable
var holdable = component.Item.GetComponent<Holdable>();
if (holdable == null)
{
DebugConsole.ThrowError("AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
return;
}
for (int i = 0; i < CharacterInventory.limbSlots.Length; i++)
{
if (CharacterInventory.limbSlots[i] == InvSlotType.Any ||
!holdable.AllowedSlots.Any(s => s.HasFlag(CharacterInventory.limbSlots[i])))
{
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop();
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
{
component.Item.Equip(character);
break;
}
}
return;
}
if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
}
}
}
public override bool IsCompleted()
{
return isCompleted;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
AIObjectiveOperateItem operateItem = otherObjective as AIObjectiveOperateItem;
if (operateItem == null) return false;
return (operateItem.component == component);
}
}
}