267 lines
11 KiB
C#
267 lines
11 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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using Barotrauma.Extensions;
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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 override string DebugTag => "get item";
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private readonly bool equip;
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public HashSet<Item> ignoredItems = new HashSet<Item>();
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public Func<Item, float> GetItemPriority;
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//can be either tags or identifiers
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private string[] itemIdentifiers;
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public IEnumerable<string> Identifiers => itemIdentifiers;
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private Item targetItem, moveToTarget;
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public Item TargetItem => targetItem;
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private int currSearchIndex;
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public string[] ignoredContainerIdentifiers;
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private AIObjectiveGoTo goToObjective;
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private float currItemPriority;
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public bool AllowToFindDivingGear { get; set; } = true;
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public override float GetPriority()
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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, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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this.equip = equip;
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1)
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: this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier) { }
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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this.equip = equip;
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this.itemIdentifiers = itemIdentifiers;
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for (int i = 0; i < itemIdentifiers.Length; i++)
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{
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itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
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}
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if (checkInventory)
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{
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CheckInventory();
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}
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}
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private void CheckInventory()
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{
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if (itemIdentifiers == null) { return; }
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var item = character.Inventory.FindItem(i => itemIdentifiers.Any(id => i.Prefab.Identifier == id || i.HasTag(id)) && i.Condition > 0, recursive: true);
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if (item != null)
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{
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targetItem = item;
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moveToTarget = item.GetRootContainer() ?? item;
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}
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}
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protected override void Act(float deltaTime)
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{
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if (character.LockHands)
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{
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Abandon = true;
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return;
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}
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if (targetItem == null)
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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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if (targetItem != null && moveToTarget == null)
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: Move to target is null!");
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#endif
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Abandon = true;
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}
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objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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return;
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}
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}
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if (character.IsItemTakenBySomeoneElse(targetItem))
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Found an item, but it's already equipped by someone else. Aborting.", Color.Yellow);
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#endif
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Abandon = true;
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}
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if (character.CanInteractWith(targetItem, out _, checkLinked: false))
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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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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Target not pickable. Aborting.", Color.Yellow);
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#endif
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Abandon = true;
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return;
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}
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targetItem.TryInteract(character, forceSelectKey: true);
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if (equip)
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{
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int targetSlot = -1;
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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(character.Inventory.SlotTypes[i])) { continue; }
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targetSlot = i;
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//slot free, continue
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var otherItem = character.Inventory.Items[i];
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if (otherItem == 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(otherItem, character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
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//if everything else fails, simply drop the existing item
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otherItem.Drop(character);
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}
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}
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if (character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character))
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{
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IsCompleted = true;
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}
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else
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
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#endif
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Abandon = true;
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}
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}
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else
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{
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targetItem.ParentInventory.RemoveItem(targetItem);
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if (character.Inventory.TryPutItem(targetItem, null, new List<InvSlotType>() { InvSlotType.Any }))
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{
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IsCompleted = true;
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}
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else
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{
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Abandon = true;
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
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#endif
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targetItem.Drop(character);
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}
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}
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}
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else
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{
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TryAddSubObjective(ref goToObjective,
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constructor: () =>
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{
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return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear);
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},
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onAbandon: () =>
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{
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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RemoveSubObjective(ref goToObjective);
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},
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onCompleted: () => RemoveSubObjective(ref goToObjective));
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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 (itemIdentifiers == null)
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{
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if (targetItem == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item was defined.", Color.Red);
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#endif
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Abandon = true;
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}
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return;
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}
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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if (ignoredItems.Contains(item)) { continue; }
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if (item.Submarine == null) { continue; }
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if (item.Submarine.TeamID != character.TeamID) { continue; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
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if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
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if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
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if (ignoredContainerIdentifiers != null && item.Container != null)
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{
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if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
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}
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if (character.IsItemTakenBySomeoneElse(item)) { continue; }
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float itemPriority = 1;
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if (GetItemPriority != null)
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{
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itemPriority = GetItemPriority(item);
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}
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Item rootContainer = item.GetRootContainer();
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Vector2 itemPos = (rootContainer ?? item).WorldPosition;
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float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
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yDist = yDist > 100 ? yDist * 5 : 0;
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float dist = Math.Abs(character.WorldPosition.X - itemPos.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
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itemPriority *= distanceFactor;
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//ignore if the item has a lower priority than the currently selected one
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if (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 - 1 && targetItem == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}", Color.Yellow);
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#endif
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Abandon = true;
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}
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}
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protected override bool Check()
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{
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if (IsCompleted) { return true; }
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if (targetItem != null)
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{
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return character.HasItem(targetItem, equip);
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}
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else if (itemIdentifiers != null)
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{
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var matchingItem = character.Inventory.FindItem(i => !ignoredItems.Contains(i) && itemIdentifiers.Any(id => id == i.Prefab.Identifier || i.HasTag(id)), recursive: true);
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if (matchingItem != null)
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{
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return !equip || character.HasEquippedItem(matchingItem);
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}
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return false;
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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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