Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs
2019-04-02 12:41:18 +03:00

182 lines
7.6 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using Barotrauma.Extensions;
using FarseerPhysics;
namespace Barotrauma
{
class AIObjectiveRepairItem : AIObjective
{
public override string DebugTag => "repair item";
public override bool KeepDivingGearOn => true;
public Item Item { get; private set; }
private AIObjectiveGoTo goToObjective;
private float previousCondition = -1;
public AIObjectiveRepairItem(Character character, Item item) : base(character, "")
{
Item = item;
}
public override float GetPriority(AIObjectiveManager objectiveManager)
{
// TODO: priority list?
if (Item.Repairables.None()) { return 0; }
// Ignore items that are being repaired by someone else.
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character)) { return 0; }
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
float damagePriority = MathHelper.Lerp(1, 0, (Item.Condition + 10) / Item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
float baseLevel = Math.Max(Priority + isSelected, 1);
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, 100);
}
public override bool CanBeCompleted => !abandon;
public override bool IsCompleted()
{
bool isCompleted = Item.IsFullCondition;
if (isCompleted)
{
character?.Speak(TextManager.Get("DialogItemRepaired").Replace("[itemname]", Item.Name), null, 0.0f, "itemrepaired", 10.0f);
}
return isCompleted;
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return otherObjective is AIObjectiveRepairItem repairObjective && repairObjective.Item == Item;
}
protected override void Act(float deltaTime)
{
if (goToObjective != null && !subObjectives.Contains(goToObjective))
{
if (!goToObjective.IsCompleted() && !goToObjective.CanBeCompleted)
{
abandon = true;
character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
}
goToObjective = null;
}
foreach (Repairable repairable in Item.Repairables)
{
if (!repairable.HasRequiredItems(character, false))
{
//make sure we have all the items required to fix the target item
foreach (var kvp in repairable.requiredItems)
{
foreach (RelatedItem requiredItem in kvp.Value)
{
AddSubObjective(new AIObjectiveGetItem(character, requiredItem.Identifiers, true));
}
}
return;
}
}
if (character.CanInteractWith(Item))
{
if (repairTool == null)
{
FindRepairTool();
}
if (repairTool != null)
{
OperateRepairTool(deltaTime);
}
foreach (Repairable repairable in Item.Repairables)
{
if (repairable.CurrentFixer != null && repairable.CurrentFixer != character)
{
// Someone else is repairing the target. Abandon the objective if the other is better at this then us.
abandon = repairable.DegreeOfSuccess(character) < repairable.DegreeOfSuccess(repairable.CurrentFixer);
}
if (!abandon)
{
if (character.SelectedConstruction != Item)
{
Item.TryInteract(character, true, true);
}
if (previousCondition == -1)
{
previousCondition = Item.Condition;
}
else if (Item.Condition < previousCondition)
{
// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
abandon = true;
character?.Speak(TextManager.Get("DialogRepairFailed").Replace("[itemname]", Item.Name), null, 0.0f, "repairfailed", 10.0f);
}
}
repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character;
break;
}
}
else if (goToObjective == null || goToObjective.Target != Item)
{
previousCondition = -1;
if (goToObjective != null)
{
subObjectives.Remove(goToObjective);
}
goToObjective = new AIObjectiveGoTo(Item, character);
if (repairTool != null)
{
goToObjective.CloseEnough = (HumanAIController.AnimController.ArmLength + ConvertUnits.ToSimUnits(repairTool.Range)) * 0.75f;
}
AddSubObjective(goToObjective);
}
}
private RepairTool repairTool;
private void FindRepairTool()
{
foreach (Repairable repairable in Item.Repairables)
{
foreach (var kvp in repairable.requiredItems)
{
foreach (RelatedItem requiredItem in kvp.Value)
{
foreach (var item in character.Inventory.Items)
{
if (requiredItem.MatchesItem(item))
{
repairTool = item.GetComponent<RepairTool>();
}
}
}
}
}
}
private void OperateRepairTool(float deltaTime)
{
character.CursorPosition = Item.Position;
character.SetInput(InputType.Aim, false, true);
Vector2 fromToolToTarget = Item.Position - repairTool.Item.Position;
if (fromToolToTarget.LengthSquared() < MathUtils.Pow(repairTool.Range / 2, 2))
{
// Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2);
}
else
{
character.AIController.SteeringManager.Reset();
}
if (VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4)
{
repairTool.Use(deltaTime, character);
}
}
}
}