Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveOperateItem.cs
Juan Pablo Arce 3ca584f2fc v0.19.8.0
2022-09-28 21:30:52 -03:00

311 lines
14 KiB
C#

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