Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs
Joonas Rikkonen 63eb4d64e5 f8b0295...0671290
2019-03-18 23:30:58 +02:00

75 lines
3.0 KiB
C#

using System.Collections.Generic;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveRepairItems : AIObjectiveLoop<Item>
{
public override string DebugTag => "repair items";
public override bool KeepDivingGearOn => true;
/// <summary>
/// Should the character only attempt to fix items they have the skills to fix, or any damaged item
/// </summary>
public bool RequireAdequateSkills;
public AIObjectiveRepairItems(Character character) : base(character, "") { }
// TODO: This can allow two active repair items objectives, if RequireAdequateSkills is not at the same value. We don't want that.
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRepairItems repairItems && repairItems.RequireAdequateSkills == RequireAdequateSkills;
protected override void CreateObjectives()
{
foreach (var item in targets)
{
foreach (Repairable repairable in item.Repairables)
{
if (!objectives.TryGetValue(item, out AIObjective objective))
{
objective = ObjectiveConstructor(item);
objectives.Add(item, objective);
AddSubObjective(objective);
}
break;
}
}
}
protected override bool Filter(Item item)
{
bool ignore = ignoreList.Contains(item) || item.IsFullCondition;
if (!ignore)
{
if (item.Submarine == null) { ignore = true; }
else if (item.Submarine.TeamID != character.TeamID) { ignore = true; }
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { ignore = true; }
else
{
if (item.Repairables.None()) { ignore = true; }
else
{
foreach (Repairable repairable in item.Repairables)
{
if (!objectives.ContainsKey(item) && item.Condition > repairable.ShowRepairUIThreshold)
{
ignore = true;
}
else if (RequireAdequateSkills && !repairable.HasRequiredSkills(character))
{
ignore = true;
}
if (ignore) { break; }
}
}
}
}
return ignore;
}
protected override float Average(Item item) => 100 - item.ConditionPercentage;
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item);
}
}