77 lines
3.3 KiB
C#
77 lines
3.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveRepairItems : AIObjectiveLoop<Item>
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{
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public override string DebugTag => "repair items";
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/// <summary>
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/// Should the character only attempt to fix items they have the skills to fix, or any damaged item
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/// </summary>
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public bool RequireAdequateSkills;
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public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRepairItems repairItems && repairItems.RequireAdequateSkills == RequireAdequateSkills;
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protected override void CreateObjectives()
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{
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foreach (var item in Targets)
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{
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foreach (Repairable repairable in item.Repairables)
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{
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if (!Objectives.TryGetValue(item, out AIObjective objective))
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{
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objective = ObjectiveConstructor(item);
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Objectives.Add(item, objective);
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AddSubObjective(objective);
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}
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break;
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}
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}
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}
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protected override bool Filter(Item item)
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{
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if (!IsValidTarget(item, character)) { return false; }
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if (item.CurrentHull.FireSources.Count > 0) { return false; }
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// Don't repair items in rooms that have enemies inside.
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if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { return false; }
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if (!Objectives.ContainsKey(item))
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{
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if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { return false; }
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}
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if (RequireAdequateSkills)
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{
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if (item.Repairables.Any(r => !r.HasRequiredSkills(character))) { return false; }
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}
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return true;
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}
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protected override float TargetEvaluation() => Targets.Max(t => 100 - t.ConditionPercentage);
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protected override IEnumerable<Item> GetList() => Item.ItemList;
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protected override AIObjective ObjectiveConstructor(Item item)
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=> new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Item target)
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=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
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public static bool IsValidTarget(Item item, Character character)
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{
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if (item == null) { return false; }
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if (item.IsFullCondition) { return false; }
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if (item.CurrentHull == null) { return false; }
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if (item.Submarine == null) { return false; }
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if (item.Submarine.TeamID != character.TeamID) { return false; }
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if (item.Repairables.None()) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
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return true;
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}
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}
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}
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