632 lines
25 KiB
C#
632 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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using System.Collections.Immutable;
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namespace Barotrauma
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{
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abstract partial class AIObjective
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{
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public virtual float Devotion => AIObjectiveManager.baseDevotion;
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public abstract Identifier Identifier { get; set; }
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public virtual string DebugTag => Identifier.Value;
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public virtual bool ForceRun => false;
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public virtual bool IgnoreUnsafeHulls => false;
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public virtual bool AbandonWhenCannotCompleteSubObjectives => true;
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/// <summary>
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/// Should subobjectives be sorted according to their priority?
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/// </summary>
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public virtual bool AllowSubObjectiveSorting => false;
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public virtual bool PrioritizeIfSubObjectivesActive => false;
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/// <summary>
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/// Can there be multiple objective instaces of the same type?
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/// </summary>
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public virtual bool AllowMultipleInstances => false;
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/// <summary>
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/// Run the main objective with all subobjectives concurrently?
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/// If false, the main objective will continue only when all the subobjectives have been removed (done).
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/// </summary>
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protected virtual bool ConcurrentObjectives => false;
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public virtual bool KeepDivingGearOn => false;
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public virtual bool KeepDivingGearOnAlsoWhenInactive => false;
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/// <summary>
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/// There's a separate property for diving suit and mask: KeepDivingGearOn.
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/// </summary>
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public virtual bool AllowAutomaticItemUnequipping => false;
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// These booleans are used for defining whether the objective is allowed in different contexts. E.g. AllowOutsideSubmarine needs to be true or the objective cannot be active when the bot is swimming outside.
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protected virtual bool AllowOutsideSubmarine => false;
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/// <summary>
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/// When true, the objective is allowed in the player subs (when in the same team) and on friendly outposts (regardless of the alignment).
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/// Note: ignored when <see cref="AllowInAnySub"/> is true.
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/// </summary>
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protected virtual bool AllowInFriendlySubs => false;
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protected virtual bool AllowInAnySub => false;
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protected virtual bool AllowWhileHandcuffed => true;
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/// <summary>
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/// Should the objective abandon when it's not allowed in the current context or should it just stay inactive with 0 priority?
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/// Abandoned automatic objectives are removed and recreated automatically (when new orders are assigned or after a cooldown period).
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/// Abandoned orders are removed, but the most recent order can be reissued by clicking the small order icon with the arrow in the crew manager panel.
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/// </summary>
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protected virtual bool AbandonIfDisallowed => true;
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public virtual bool CanBeCompleted => !Abandon;
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protected virtual float MaxDevotion => 10;
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/// <summary>
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/// Which event action (if any) created this objective
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/// </summary>
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public EventAction SourceEventAction;
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/// <summary>
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/// Which objective (if any) created this objective. When this is a subobjective, the parent objective is used by default.
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/// </summary>
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public AIObjective SourceObjective;
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protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
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private float _cumulatedDevotion;
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protected float CumulatedDevotion
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{
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get { return _cumulatedDevotion; }
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set { _cumulatedDevotion = MathHelper.Clamp(value, 0, MaxDevotion); }
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}
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/// <summary>
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/// Final priority value after all calculations.
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/// </summary>
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public float Priority { get; set; }
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public float BasePriority { get; set; }
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public float PriorityModifier { get; private set; } = 1;
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private float resetPriorityTimer;
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private readonly float resetPriorityTime = 1;
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private bool _forceHighestPriority;
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// For forcing the highest priority temporarily. Will reset automatically after one second, unless kept alive by something.
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public bool ForceHighestPriority
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{
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get { return _forceHighestPriority; }
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set
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{
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if (_forceHighestPriority == value) { return; }
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_forceHighestPriority = value;
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if (_forceHighestPriority)
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{
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resetPriorityTimer = resetPriorityTime;
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}
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}
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}
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/// <summary>
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/// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
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/// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
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/// </summary>
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public bool ForceWalkTemporarily { get; set; }
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/// <summary>
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/// Forces the character to walk when executing this objective, even if the priority is above <see cref="AIObjectiveManager.RunPriority"/>.
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/// Unlike <see cref="ForceWalkTemporarily"/>, this value is not automatically reset.
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/// </summary>
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public bool ForceWalkPermanently { get; set; }
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public bool ForceWalk => ForceWalkTemporarily || ForceWalkPermanently;
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public bool IgnoreAtOutpost { get; set; }
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public readonly Character character;
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public readonly AIObjectiveManager objectiveManager;
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public readonly Identifier Option;
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private bool _abandon;
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public bool Abandon
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{
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get { return _abandon; }
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set
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{
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_abandon = value;
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if (_abandon)
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{
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OnAbandon();
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}
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}
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}
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public AIObjective CurrentSubObjective => subObjectives.FirstOrDefault();
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private readonly List<AIObjective> all = new List<AIObjective>();
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public IEnumerable<AIObjective> GetSubObjectivesRecursive(bool includingSelf = false)
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{
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all.Clear();
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if (includingSelf)
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{
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all.Add(this);
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}
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foreach (var subObjective in subObjectives)
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{
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all.AddRange(subObjective.GetSubObjectivesRecursive(true));
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}
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return all;
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}
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/// <summary>
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/// Aborts the objective when this condition is true.
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/// </summary>
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public Func<AIObjective, bool> AbortCondition;
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/// <summary>
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/// A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior.
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/// </summary>
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public event Action Completed;
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/// <summary>
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/// A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior.
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/// </summary>
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public event Action Abandoned;
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/// <summary>
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/// A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior.
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/// </summary>
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public event Action Selected;
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/// <summary>
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/// A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior.
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/// </summary>
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public event Action Deselected;
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protected HumanAIController HumanAIController => character.AIController as HumanAIController;
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protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
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protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
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public AIObjective GetActiveObjective()
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{
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var subObjective = CurrentSubObjective;
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return subObjective == null ? this : subObjective.GetActiveObjective();
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}
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public AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option = default)
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{
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this.objectiveManager = objectiveManager;
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this.character = character;
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Option = option;
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PriorityModifier = priorityModifier;
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}
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/// <summary>
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/// Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one
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/// </summary>
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public void TryComplete(float deltaTime)
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{
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if (isCompleted) { return; }
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if (CheckState()) { return; }
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// Not ready -> act (can't do foreach because it's possible that the collection is modified in event callbacks.
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for (int i = 0; i < subObjectives.Count; i++)
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{
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subObjectives[i].TryComplete(deltaTime);
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if (!ConcurrentObjectives) { return; }
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}
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Act(deltaTime);
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}
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public void AddSubObjective(AIObjective objective, bool addFirst = false)
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{
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var type = objective.GetType();
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objective.SourceObjective = this;
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subObjectives.RemoveAll(o => o.GetType() == type);
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if (addFirst)
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{
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subObjectives.Insert(0, objective);
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}
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else
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{
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subObjectives.Add(objective);
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}
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}
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public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
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{
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if (objective != null)
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{
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if (subObjectives.Contains(objective))
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{
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subObjectives.Remove(objective);
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}
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objective = null;
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}
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}
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public void SortSubObjectives()
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{
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if (!AllowSubObjectiveSorting) { return; }
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if (subObjectives.None()) { return; }
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var previousSubObjective = subObjectives.First();
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subObjectives.ForEach(so => so.GetPriority());
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subObjectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
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if (ConcurrentObjectives)
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{
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subObjectives.ForEach(so => so.SortSubObjectives());
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}
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else
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{
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var currentSubObjective = subObjectives.First();
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if (previousSubObjective != currentSubObjective)
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{
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previousSubObjective.OnDeselected();
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currentSubObjective.OnSelected();
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}
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currentSubObjective.SortSubObjectives();
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}
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}
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public bool IsAllowed
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{
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get
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{
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if (!AllowWhileHandcuffed && character.LockHands) { return false; }
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if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
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// Evaluate ignored at outpost first, because it has higher priority than AllowInAnySub or AllowInFriendlySubs.
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if (IsIgnoredAtOutpost()) { return false; }
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if (AllowInAnySub) { return true; }
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if ((AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) || character.IsEscorted) { return true; }
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return character.Submarine.TeamID == character.TeamID || character.Submarine.TeamID == character.OriginalTeamID;
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}
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}
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/// <summary>
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/// Returns true only when at a friendly outpost and when the order is set to be ignored there.
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/// Note that even if this returns false, the objective can be disallowed, because AllowInFriendlySubs is false.
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/// </summary>
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public bool IsIgnoredAtOutpost()
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{
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if (!IgnoreAtOutpost) { return false; }
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if (!Level.IsLoadedFriendlyOutpost && GameMain.GameSession.GameMode is not TestGameMode) { return false; }
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if (!character.IsOnPlayerTeam || character.IsFriendlyNPCTurnedHostile) { return false; }
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if (character.Submarine?.Info == null) { return false; }
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return character.Submarine.Info.IsOutpost && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC;
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}
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protected void HandleDisallowed()
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{
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Priority = 0;
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if (AbandonIfDisallowed && !IsIgnoredAtOutpost())
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{
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// Never abandon objectives inside a friendly outpost, because otherwise we'd have to reassign most orders every round.
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Abandon = true;
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}
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}
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protected virtual float GetPriority()
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{
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if (!IsAllowed)
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{
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HandleDisallowed();
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return Priority;
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}
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if (objectiveManager.IsOrder(this))
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{
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Priority = objectiveManager.GetOrderPriority(this);
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}
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else
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{
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Priority = BasePriority + CumulatedDevotion;
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}
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return Priority;
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}
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/// <summary>
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/// Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate.
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/// </summary>
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public float CalculatePriority()
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{
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ForceWalkTemporarily = false;
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Priority = GetPriority();
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ForceHighestPriority = false;
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return Priority;
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}
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/// <summary>
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/// Get a normalized value representing how close the target position is.
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/// The value is a rough estimation, where vertical movement is assumed to be more costly than horizontal.
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/// </summary>
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/// <param name="targetWorldPos">Position of the target</param>
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/// <param name="verticalDistanceMultiplier">How much more costly vertical movement is than horizontal</param>
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/// <param name="maxDistance">Maximum distance, after which the factor will reach it's minimum value (= anything beyond this point is "as far as it can be").</param>
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/// <param name="factorAtMaxDistance">The factor at the maximum distance and beyond (= how "viable" very far-away targets should be considered).</param>
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/// <param name="factorAtMinDistance">The factor at the minimum distance (= how viable a target that's 0 units a way is considered).</param>
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public static float GetDistanceFactor(Vector2 selfPos, Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier = 3, float maxDistance = 10000.0f, float factorAtMinDistance = 1.0f)
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{
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float yDist = Math.Abs(selfPos.Y - targetWorldPos.Y);
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yDist = yDist > 100 ? yDist * verticalDistanceMultiplier : 0;
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float distance = Math.Abs(selfPos.X - targetWorldPos.X) + yDist;
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float distanceFactor = MathHelper.Lerp(factorAtMinDistance, factorAtMaxDistance, MathUtils.InverseLerp(0, maxDistance, distance));
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return
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factorAtMinDistance > factorAtMaxDistance ?
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MathHelper.Clamp(distanceFactor, factorAtMaxDistance, factorAtMinDistance) :
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MathHelper.Clamp(distanceFactor, factorAtMinDistance, factorAtMaxDistance);
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}
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/// <summary>
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/// Get a normalized value representing how close the target position is.
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/// The value is a rough estimation, where vertical movement is assumed to be more costly than horizontal.
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/// </summary>
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/// <param name="targetWorldPos">Position of the target</param>
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/// <param name="verticalDistanceMultiplier">How much more costly vertical movement is than horizontal</param>
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/// <param name="maxDistance">Maximum distance, after which the factor will reach it's minimum value (= anything beyond this point is "as far as it can be").</param>
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/// <param name="factorAtMaxDistance">The factor at the maximum distance and beyond (= how "viable" very far-away targets should be considered).</param>
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/// <param name="factorAtMinDistance">The factor at the minimum distance (= how viable a target that's 0 units a way is considered).</param>
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protected float GetDistanceFactor(Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier = 3, float maxDistance = 10000.0f, float factorAtMinDistance = 1.0f)
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{
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return GetDistanceFactor(character.WorldPosition, targetWorldPos, factorAtMaxDistance, verticalDistanceMultiplier, maxDistance, factorAtMinDistance);
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}
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private void UpdateDevotion(float deltaTime)
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{
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var currentObjective = objectiveManager.CurrentObjective;
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if (currentObjective != null && (currentObjective == this || currentObjective.subObjectives.FirstOrDefault() == this))
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{
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CumulatedDevotion += Devotion * deltaTime;
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}
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}
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public virtual bool IsDuplicate<T>(T otherObjective) where T : AIObjective => otherObjective.Option == Option;
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public virtual void Update(float deltaTime)
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{
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if (resetPriorityTimer > 0)
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{
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resetPriorityTimer -= deltaTime;
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}
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else
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{
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ForceHighestPriority = false;
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}
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if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
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{
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UpdateDevotion(deltaTime);
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}
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subObjectives.ForEach(so => so.Update(deltaTime));
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}
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/// <summary>
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/// Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary.
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/// </summary>
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protected virtual void SyncRemovedObjectives<T1, T2>(Dictionary<T1, T2> dictionary, IEnumerable<T1> collection) where T2 : AIObjective
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{
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foreach (T1 key in collection)
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{
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if (dictionary.TryGetValue(key, out T2 objective))
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{
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if (!subObjectives.Contains(objective))
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{
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dictionary.Remove(key);
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}
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}
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}
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}
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/// <summary>
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/// Checks if the objective already is created and added in subobjectives. If not, creates it.
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/// Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference.
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/// Returns true if the objective was created and successfully added.
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/// </summary>
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protected bool TryAddSubObjective<T>(ref T objective, Func<T> constructor, Action onCompleted = null, Action onAbandon = null) where T : AIObjective
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{
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if (objective != null)
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{
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// Sub objective already found, no need to do anything if it remains in the subobjectives
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// If the sub objective is removed -> it's either completed or impossible to complete.
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if (!subObjectives.Contains(objective))
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{
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objective = null;
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}
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return false;
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}
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else
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{
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objective = constructor();
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if (!subObjectives.Contains(objective))
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{
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if (objective.AllowMultipleInstances)
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{
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objective.SourceObjective = this;
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subObjectives.Add(objective);
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}
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else
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{
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AddSubObjective(objective);
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}
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if (onCompleted != null)
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{
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objective.Completed += onCompleted;
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}
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if (onAbandon != null)
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{
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objective.Abandoned += onAbandon;
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}
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return true;
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}
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#if DEBUG
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DebugConsole.ThrowError("Attempted to add a duplicate subobjective!\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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return false;
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}
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}
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public virtual void OnSelected()
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{
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Reset();
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Selected?.Invoke();
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Selected = null;
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}
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public virtual void OnDeselected()
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{
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CumulatedDevotion = 0;
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Deselected?.Invoke();
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Deselected = null;
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}
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protected virtual void OnCompleted()
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{
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Completed?.Invoke();
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Completed = null;
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}
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protected virtual void OnAbandon()
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{
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Abandoned?.Invoke();
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Abandoned = null;
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}
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public virtual void Reset()
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{
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subObjectives.Clear();
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isCompleted = false;
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hasBeenChecked = false;
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_abandon = false;
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CumulatedDevotion = 0;
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}
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protected abstract void Act(float deltaTime);
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private bool isCompleted;
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private bool hasBeenChecked;
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public bool IsCompleted
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{
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get
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{
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if (!hasBeenChecked)
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{
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CheckState();
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}
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return isCompleted;
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}
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protected set
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{
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if (isCompleted == value) { return; }
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isCompleted = value;
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if (isCompleted)
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{
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OnCompleted();
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}
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}
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}
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/// <summary>
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/// Check whether the objective should be aborted (and abandon if it should), and return whether the objective is completed or not.
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/// </summary>
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private bool Check()
|
|
{
|
|
if (isCompleted) { return true; }
|
|
if (AbortCondition != null && AbortCondition(this))
|
|
{
|
|
Abandon = true;
|
|
return false;
|
|
}
|
|
return CheckObjectiveState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Should return whether the objective is completed or not.
|
|
/// </summary>
|
|
protected abstract bool CheckObjectiveState();
|
|
|
|
private bool CheckState()
|
|
{
|
|
hasBeenChecked = true;
|
|
CheckSubObjectives();
|
|
if (subObjectives.None() || ConcurrentObjectives)
|
|
{
|
|
if (Check())
|
|
{
|
|
IsCompleted = true;
|
|
}
|
|
}
|
|
return isCompleted;
|
|
}
|
|
|
|
private void CheckSubObjectives()
|
|
{
|
|
for (int i = 0; i < subObjectives.Count; i++)
|
|
{
|
|
var subObjective = subObjectives[i];
|
|
subObjective.CheckState();
|
|
if (subObjective.IsCompleted)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.NewMessage($"{character.Name}: Removing subObjective \"{subObjective.DebugTag}\" of \"{DebugTag}\", because it is completed.", Color.LightGreen);
|
|
#endif
|
|
subObjectives.Remove(subObjective);
|
|
}
|
|
else if (!subObjective.CanBeCompleted)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.NewMessage($"{character.Name}: Removing subObjective \"{subObjective.DebugTag}\" of \"{DebugTag}\", because it cannot be completed.", Color.Red);
|
|
#endif
|
|
subObjectives.Remove(subObjective);
|
|
if (AbandonWhenCannotCompleteSubObjectives)
|
|
{
|
|
if (objectiveManager.IsOrder(this))
|
|
{
|
|
Reset();
|
|
}
|
|
else
|
|
{
|
|
Abandon = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected static bool CanPutInInventory(Character character, Item item, bool allowWearing)
|
|
{
|
|
if (item == null) { return false; }
|
|
bool canEquip = false;
|
|
if (item.AllowedSlots.Contains(InvSlotType.Any))
|
|
{
|
|
if (character.Inventory.IsAnySlotAvailable(item))
|
|
{
|
|
canEquip = true;
|
|
}
|
|
}
|
|
if (!canEquip)
|
|
{
|
|
var inv = character.Inventory;
|
|
foreach (var allowedSlot in item.AllowedSlots)
|
|
{
|
|
if (!allowWearing)
|
|
{
|
|
if (!allowedSlot.HasFlag(InvSlotType.RightHand) && !allowedSlot.HasFlag(InvSlotType.LeftHand))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
foreach (var slotType in inv.SlotTypes)
|
|
{
|
|
if (!allowedSlot.HasFlag(slotType)) { continue; }
|
|
for (int i = 0; i < inv.Capacity; i++)
|
|
{
|
|
canEquip = true;
|
|
if (allowedSlot.HasFlag(inv.SlotTypes[i]) && inv.GetItemAt(i) != null)
|
|
{
|
|
canEquip = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return canEquip && character.Inventory.CanBePut(item);
|
|
}
|
|
|
|
protected bool CanEquip(Item item, bool allowWearing) => CanPutInInventory(character, item, allowWearing);
|
|
}
|
|
}
|