311 lines
14 KiB
C#
311 lines
14 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 AIObjectiveOperateItem : AIObjective
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{
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public override Identifier Identifier { get; set; } = "operate item".ToIdentifier();
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public override string DebugTag => $"{Identifier} {component.Name}";
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public override bool AllowAutomaticItemUnequipping => true;
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public override bool AllowMultipleInstances => true;
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public override bool AllowInAnySub => true;
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public override bool PrioritizeIfSubObjectivesActive => component != null && (component is Reactor || component is Turret);
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private readonly ItemComponent component, controller;
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private readonly Entity operateTarget;
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private readonly bool requireEquip;
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private readonly bool useController;
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveGetItem getItemObjective;
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public bool Override { get; set; } = true;
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public override bool CanBeCompleted => base.CanBeCompleted && (!useController || controller != null);
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public override bool IsDuplicate<T>(T otherObjective) => base.IsDuplicate(otherObjective) && otherObjective is AIObjectiveOperateItem operateObjective && operateObjective.component == component;
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public Entity OperateTarget => operateTarget;
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public ItemComponent Component => component;
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public ItemComponent GetTarget() => useController ? controller : component;
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public Func<bool> completionCondition;
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private bool isDoneOperating;
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public float? OverridePriority = null;
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protected override float GetPriority()
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{
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bool isOrder = objectiveManager.IsOrder(this);
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if (!IsAllowed || character.LockHands)
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{
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Priority = 0;
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Abandon = !isOrder;
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return Priority;
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}
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if (!isOrder && component.Item.ConditionPercentage <= 0)
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{
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Priority = 0;
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}
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else
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{
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if (OverridePriority.HasValue)
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{
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Priority = OverridePriority.Value;
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}
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else if (isOrder)
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{
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Priority = objectiveManager.GetOrderPriority(this);
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}
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ItemComponent target = GetTarget();
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Item targetItem = target?.Item;
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if (targetItem == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("Item or component of AI Objective Operate item was null. This shouldn't happen.");
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#endif
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Abandon = true;
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Priority = 0;
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return Priority;
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}
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else if (targetItem.IsClaimedByBallastFlora)
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{
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Priority = 0;
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return Priority;
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}
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var reactor = component?.Item.GetComponent<Reactor>();
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if (reactor != null)
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{
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if (!isOrder)
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{
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if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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// The reactor was previously operated by a player -> ignore.
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Priority = 0;
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return Priority;
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}
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}
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switch (Option.Value.ToLowerInvariant())
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{
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case "shutdown":
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if (!reactor.PowerOn)
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{
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Priority = 0;
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return Priority;
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}
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break;
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case "powerup":
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// Check that we don't already have another order that is targeting the same item.
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// Without this the autonomous objective will tell the bot to turn the reactor on again.
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if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
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{
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Priority = 0;
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return Priority;
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}
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bool IsAnotherOrderTargetingSameItem(AIObjective objective)
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{
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return objective is AIObjectiveOperateItem operateObjective && operateObjective != this && operateObjective.GetTarget() == target && operateObjective.Option != Option;
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}
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break;
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}
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}
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else if (!isOrder)
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{
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var steering = component?.Item.GetComponent<Steering>();
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if (steering != null && (steering.AutoPilot || HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsCaptain)))
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{
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// Ignore if already set to autopilot or if there's a captain onboard
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Priority = 0;
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return Priority;
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}
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}
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if (targetItem.CurrentHull == null ||
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targetItem.Submarine != character.Submarine && !isOrder ||
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targetItem.CurrentHull.FireSources.Any() ||
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HumanAIController.IsItemOperatedByAnother(target, out _) ||
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Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))
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|| component.Item.IgnoreByAI(character) || useController && controller.Item.IgnoreByAI(character))
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{
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Priority = 0;
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}
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else
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{
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if (isOrder)
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{
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float max = objectiveManager.GetOrderPriority(this);
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float value = CumulatedDevotion + (max * PriorityModifier);
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Priority = MathHelper.Clamp(value, 0, max);
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}
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else if (!OverridePriority.HasValue)
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{
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float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
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float max = AIObjectiveManager.LowestOrderPriority - 1;
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if (reactor != null && reactor.PowerOn && reactor.FissionRate > 1 && reactor.AutoTemp && Option == "powerup")
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{
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// Already on, no need to operate.
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value = 0;
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}
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Priority = MathHelper.Clamp(value, 0, max);
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}
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}
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}
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return Priority;
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}
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public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, Identifier option, bool requireEquip,
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Entity operateTarget = null, bool useController = false, ItemComponent controller = null, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier, option)
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{
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component = item ?? throw new ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
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this.requireEquip = requireEquip;
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this.operateTarget = operateTarget;
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this.useController = useController;
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if (useController) { this.controller = controller ?? component?.Item?.FindController(); }
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var target = GetTarget();
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if (target == null)
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{
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Abandon = true;
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#if DEBUG
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throw new Exception("target null");
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#endif
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}
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else if (!target.Item.IsInteractable(character))
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{
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Abandon = true;
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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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ItemComponent target = GetTarget();
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if (useController && controller == null)
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{
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if (character.IsOnPlayerTeam)
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{
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character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name).Value, delay: 2.0f, identifier: "cantfindcontroller".ToIdentifier(), minDurationBetweenSimilar: 30.0f);
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}
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Abandon = true;
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return;
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}
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if (operateTarget != null)
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{
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if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
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{
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// Another crew member is already targeting this entity (leak).
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Abandon = true;
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return;
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}
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}
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if (target.CanBeSelected)
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{
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if (!character.IsClimbing && character.CanInteractWith(target.Item, out _, checkLinked: false))
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{
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if (target.Item.GetComponent<Controller>() is not Controller { ControlCharacterPose: true })
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{
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HumanAIController.FaceTarget(target.Item);
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}
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else
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{
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HumanAIController.SteeringManager.Reset();
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}
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if (character.SelectedItem != target.Item && character.SelectedSecondaryItem != target.Item)
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{
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target.Item.TryInteract(character, forceSelectKey: true);
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isDoneOperating = completionCondition == null || completionCondition();
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}
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}
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else
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{
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50)
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{
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TargetName = target.Item.Name,
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endNodeFilter = node => node.Waypoint.Ladders == null
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref goToObjective));
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}
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}
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else
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{
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if (component.Item.GetComponent<Pickable>() == null)
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{
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//controller/target can't be selected and the item cannot be picked -> objective can't be completed
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Abandon = true;
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return;
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}
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else if (!character.Inventory.Contains(component.Item))
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{
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TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getItemObjective));
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}
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else
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{
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if (requireEquip && !character.HasEquippedItem(component.Item))
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{
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//the item has to be equipped before using it if it's holdable
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var holdable = component.Item.GetComponent<Holdable>();
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if (holdable == null)
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
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#endif
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return;
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}
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for (int i = 0; i < character.Inventory.Capacity; i++)
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{
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if (character.Inventory.SlotTypes[i] == InvSlotType.Any || !holdable.AllowedSlots.Any(s => s.HasFlag(character.Inventory.SlotTypes[i])))
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{
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continue;
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}
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//equip slot already taken
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var existingItem = character.Inventory.GetItemAt(i);
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if (existingItem != null)
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{
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//try to put the item in an Any slot, and drop it if that fails
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if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
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!character.Inventory.TryPutItem(existingItem, character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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existingItem.Drop(character);
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}
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}
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if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
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{
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component.Item.Equip(character);
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break;
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}
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}
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return;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isDoneOperating = completionCondition == null || completionCondition();
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}
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}
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}
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}
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protected override bool CheckObjectiveSpecific() => isDoneOperating && !IsLoop;
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public override void Reset()
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{
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base.Reset();
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goToObjective = null;
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getItemObjective = null;
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}
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}
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}
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