138 lines
5.9 KiB
C#
138 lines
5.9 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class AIObjectiveFindDivingGear : AIObjective
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{
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public override string DebugTag => $"find diving gear ({gearTag})";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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private readonly string gearTag;
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private AIObjectiveGetItem getDivingGear;
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private AIObjectiveContainItem getOxygen;
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private Item targetItem;
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public static float MIN_OXYGEN = 10;
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public static string HEAVY_DIVING_GEAR = "deepdiving";
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public static string LIGHT_DIVING_GEAR = "lightdiving";
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public static string OXYGEN_SOURCE = "oxygensource";
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protected override bool Check() => targetItem != null && character.HasEquippedItem(targetItem);
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public AIObjectiveFindDivingGear(Character character, bool needsDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
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{
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gearTag = needsDivingSuit ? HEAVY_DIVING_GEAR : LIGHT_DIVING_GEAR;
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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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targetItem = character.Inventory.FindItemByTag(gearTag, true);
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if (targetItem == null || !character.HasEquippedItem(targetItem))
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{
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TryAddSubObjective(ref getDivingGear, () =>
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{
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if (targetItem == null)
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{
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character.Speak(TextManager.Get("DialogGetDivingGear"), null, 0.0f, "getdivinggear", 30.0f);
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}
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return new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true)
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{
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AllowStealing = true,
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true
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};
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getDivingGear));
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}
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else
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{
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if (!EjectEmptyTanks(character, targetItem, out var containedItems))
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{
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#if DEBUG
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DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
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#endif
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Abandon = true;
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return;
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}
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if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > MIN_OXYGEN))
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{
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// No valid oxygen source loaded.
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// Seek oxygen that has min 10% condition left.
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TryAddSubObjective(ref getOxygen, () =>
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{
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if (!HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 10))
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{
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character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
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}
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return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
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{
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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ConditionLevel = MIN_OXYGEN
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};
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},
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onAbandon: () =>
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{
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// Try to seek any oxygen sources.
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TryAddSubObjective(ref getOxygen, () =>
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{
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return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
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{
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true
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};
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getOxygen));
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},
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onCompleted: () => RemoveSubObjective(ref getOxygen));
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}
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}
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}
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/// <summary>
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/// Returns false only when no inventory can be found from the item.
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/// </summary>
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public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<Item> containedItems)
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{
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containedItems = target.OwnInventory?.AllItems;
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if (containedItems == null) { return false; }
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foreach (Item containedItem in target.OwnInventory.AllItemsMod)
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{
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if (containedItem.Condition <= 0.0f)
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{
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if (actor.Submarine == null)
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{
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// If we are outside of main sub, try to put the tank in the inventory instead dropping it in the sea.
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if (actor.Inventory.TryPutItem(containedItem, actor, CharacterInventory.anySlot))
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{
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continue;
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}
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}
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containedItem.Drop(actor);
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}
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}
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return true;
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}
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public override void Reset()
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{
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base.Reset();
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getDivingGear = null;
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getOxygen = null;
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targetItem = null;
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}
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}
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}
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