Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItems.cs
T

77 lines
3.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveRepairItems : AIObjectiveLoop<Item>
{
public override string DebugTag => "repair items";
/// <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, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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)
{
if (!IsValidTarget(item, character)) { return false; }
if (item.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
if (!Objectives.ContainsKey(item))
{
if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { return false; }
}
if (RequireAdequateSkills)
{
if (item.Repairables.Any(r => !r.HasRequiredSkills(character))) { return false; }
}
return true;
}
protected override float TargetEvaluation() => Targets.Max(t => 100 - t.ConditionPercentage);
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
public static bool IsValidTarget(Item item, Character character)
{
if (item == null) { return false; }
if (item.IsFullCondition) { return false; }
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
if (item.Repairables.None()) { return false; }
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
return true;
}
}
}