Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveCleanupItems.cs
T
Joonas Rikkonen 694cdfee7b v0.12.0.2
2021-02-10 17:08:21 +02:00

132 lines
5.9 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveCleanupItems : AIObjectiveLoop<Item>
{
public override string DebugTag => "cleanup items";
public override bool KeepDivingGearOn => true;
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
public readonly List<Item> prioritizedItems = new List<Item>();
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
if (prioritizedItem != null)
{
prioritizedItems.Add(prioritizedItem);
}
}
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
}
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : AIObjectiveManager.RunPriority - 1) : 0;
protected override bool Filter(Item target)
{
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
// The validity changes when a character picks the item up.
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (target.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
return true;
}
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
{
IsPriority = prioritizedItems.Contains(item)
};
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
=> HumanAIController.RemoveTargets<AIObjectiveCleanupItems, Item>(character, target);
private static bool IsItemInsideValidSubmarine(Item item, Character character)
{
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
if (character.Submarine != null)
{
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
}
return true;
}
public static bool IsValidContainer(Item item, Character character) =>
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
{
if (item == null) { return false; }
if (item.IgnoreByAI) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.SpawnedInOutpost) { return false; }
if (item.ParentInventory != null)
{
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
}
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
if (pickable is Holdable h && h.Attachable && h.Attached) { return false; }
var wire = item.GetComponent<Wire>();
if (wire != null)
{
if (wire.Connections.Any()) { return false; }
}
else
{
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
{
return false;
}
}
if (item.Prefab.PreferredContainers.None())
{
return false;
}
if (!checkInventory)
{
return true;
}
bool canEquip = true;
if (!item.AllowedSlots.Contains(InvSlotType.Any))
{
canEquip = false;
var inv = character.Inventory;
foreach (var allowedSlot in item.AllowedSlots)
{
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;
}
}
}