Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs

98 lines
3.0 KiB
C#

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<ItemContainer>()));
}
}
if (Vector2.Distance(character.Position, leak.Position) > 300.0f)
{
AddSubObjective(new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character));
}
else
{
var repairTool = weldingTool.GetComponent<RepairTool>();
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;
}
}
}