Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
T
2019-11-21 18:22:25 +01:00

267 lines
11 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";
private readonly bool equip;
public HashSet<Item> ignoredItems = new HashSet<Item>();
public Func<Item, float> GetItemPriority;
//can be either tags or identifiers
private string[] itemIdentifiers;
public IEnumerable<string> Identifiers => itemIdentifiers;
private Item targetItem, moveToTarget;
public Item TargetItem => targetItem;
private int currSearchIndex;
public string[] ignoredContainerIdentifiers;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
public bool AllowToFindDivingGear { get; set; } = true;
public override float GetPriority()
{
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
return 1.0f;
}
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
currSearchIndex = -1;
this.equip = equip;
this.targetItem = targetItem;
}
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1)
: this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier) { }
public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
currSearchIndex = -1;
this.equip = equip;
this.itemIdentifiers = itemIdentifiers;
for (int i = 0; i < itemIdentifiers.Length; i++)
{
itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
}
if (checkInventory)
{
CheckInventory();
}
}
private void CheckInventory()
{
if (itemIdentifiers == null) { return; }
var item = character.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.Condition > 0, recursive: true);
if (item != null)
{
targetItem = item;
moveToTarget = item.GetRootContainer() ?? item;
}
}
protected override void Act(float deltaTime)
{
if (character.LockHands)
{
Abandon = true;
return;
}
if (targetItem == null)
{
FindTargetItem();
if (targetItem == null || moveToTarget == null)
{
if (targetItem != null && moveToTarget == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: Move to target is null!");
#endif
Abandon = true;
}
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
return;
}
}
if (character.IsItemTakenBySomeoneElse(targetItem))
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Found an item, but it's already equipped by someone else. Aborting.", Color.Yellow);
#endif
Abandon = true;
}
if (character.CanInteractWith(targetItem, out _, checkLinked: false))
{
var pickable = targetItem.GetComponent<Pickable>();
if (pickable == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Target not pickable. Aborting.", Color.Yellow);
#endif
Abandon = true;
return;
}
targetItem.TryInteract(character, forceSelectKey: true);
if (equip)
{
int targetSlot = -1;
//check if all the slots required by the item are free
foreach (InvSlotType slots in pickable.AllowedSlots)
{
if (slots.HasFlag(InvSlotType.Any)) { continue; }
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
//slot not needed by the item, continue
if (!slots.HasFlag(character.Inventory.SlotTypes[i])) { continue; }
targetSlot = i;
//slot free, continue
var otherItem = character.Inventory.Items[i];
if (otherItem == null) { continue; }
//try to move the existing item to LimbSlot.Any and continue if successful
if (character.Inventory.TryPutItem(otherItem, character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
//if everything else fails, simply drop the existing item
otherItem.Drop(character);
}
}
if (character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character))
{
IsCompleted = true;
}
else
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
#endif
Abandon = true;
}
}
else
{
targetItem.ParentInventory.RemoveItem(targetItem);
if (character.Inventory.TryPutItem(targetItem, null, new List<InvSlotType>() { InvSlotType.Any }))
{
IsCompleted = true;
}
else
{
Abandon = true;
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
#endif
targetItem.Drop(character);
}
}
}
else
{
TryAddSubObjective(ref goToObjective,
constructor: () =>
{
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear);
},
onAbandon: () =>
{
targetItem = null;
moveToTarget = null;
ignoredItems.Add(targetItem);
RemoveSubObjective(ref goToObjective);
},
onCompleted: () => RemoveSubObjective(ref goToObjective));
}
}
/// <summary>
/// searches for an item that matches the desired item and adds a goto subobjective if one is found
/// </summary>
private void FindTargetItem()
{
if (itemIdentifiers == null)
{
if (targetItem == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item was defined.", Color.Red);
#endif
Abandon = true;
}
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; }
if (item.Submarine.TeamID != character.TeamID) { continue; }
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 (character.IsItemTakenBySomeoneElse(item)) { continue; }
float itemPriority = 1;
if (GetItemPriority != null)
{
itemPriority = GetItemPriority(item);
}
Item rootContainer = item.GetRootContainer();
Vector2 itemPos = (rootContainer ?? item).WorldPosition;
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - itemPos.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
itemPriority *= distanceFactor;
//ignore if the item has a lower priority than the currently selected one
if (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)}", Color.Yellow);
#endif
Abandon = true;
}
}
protected override bool Check()
{
if (IsCompleted) { return true; }
if (targetItem != null)
{
return character.HasItem(targetItem, equip);
}
else if (itemIdentifiers != null)
{
var matchingItem = character.Inventory.FindItem(i => !ignoredItems.Contains(i) && itemIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)), recursive: true);
if (matchingItem != null)
{
return !equip || character.HasEquippedItem(matchingItem);
}
return false;
}
return false;
}
}
}