Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveOperateItem.cs
T
2020-04-23 19:19:37 +03:00

201 lines
8.7 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveOperateItem : AIObjective
{
public override string DebugTag => "operate item";
public override bool UnequipItems => true;
private ItemComponent component, controller;
private Entity operateTarget;
private bool requireEquip;
private bool useController;
private AIObjectiveGoTo goToObjective;
private AIObjectiveGetItem getItemObjective;
public bool Override { get; set; } = true;
public override bool CanBeCompleted => base.CanBeCompleted && (!useController || controller != null);
public Entity OperateTarget => operateTarget;
public ItemComponent Component => component;
public ItemComponent GetTarget() => useController ? controller : component;
public Func<bool> completionCondition;
public override float GetPriority()
{
if (!IsAllowed)
{
Priority = 0;
return Priority;
}
if (component.Item.ConditionPercentage <= 0)
{
Priority = 0;
}
else
{
if (objectiveManager.CurrentOrder == this)
{
Priority = AIObjectiveManager.OrderPriority;
}
Item targetItem = GetTarget()?.Item;
if (targetItem == null)
{
#if DEBUG
DebugConsole.ThrowError("Item or component of AI Objective Operate item wass null. This shouldn't happen.");
#endif
Abandon = true;
Priority = 0;
return 0.0f;
}
if (targetItem.CurrentHull == null || targetItem.CurrentHull.FireSources.Any() || HumanAIController.IsItemOperatedByAnother(GetTarget(), out _))
{
Priority = 0;
}
else if (Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
{
Priority = 0;
}
else
{
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
Priority = MathHelper.Clamp(value, 0, max);
}
}
return Priority;
}
public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier, option)
{
this.component = item ?? throw new System.ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
this.requireEquip = requireEquip;
this.operateTarget = operateTarget;
this.useController = useController;
if (useController)
{
//try finding the controller with the simpler non-recursive method first
controller =
component.Item.GetConnectedComponents<Controller>().FirstOrDefault() ??
component.Item.GetConnectedComponents<Controller>(recursive: true).FirstOrDefault();
}
}
protected override void Act(float deltaTime)
{
if (character.LockHands)
{
Abandon = true;
return;
}
ItemComponent target = GetTarget();
if (useController && controller == null)
{
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
Abandon = true;
return;
}
// Don't allow to operate an item that someone with a better skills already operates, unless this is an order
if (objectiveManager.CurrentOrder != this && HumanAIController.IsItemOperatedByAnother(target, out _))
{
// Don't abandon
return;
}
if (target.CanBeSelected)
{
if (character.CanInteractWith(target.Item, out _, checkLinked: false))
{
HumanAIController.FaceTarget(target.Item);
if (character.SelectedConstruction != target.Item)
{
target.Item.TryInteract(character, false, true);
}
if (component.AIOperate(deltaTime, character, this))
{
IsCompleted = completionCondition == null || completionCondition();
}
}
else
{
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50)
{
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = target.Item.Name
},
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref goToObjective));
}
}
else
{
if (component.Item.GetComponent<Pickable>() == null)
{
//controller/target can't be selected and the item cannot be picked -> objective can't be completed
Abandon = true;
return;
}
else if (!character.Inventory.Items.Contains(component.Item))
{
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
onAbandon: () => Abandon = true,
onCompleted: () => RemoveSubObjective(ref getItemObjective));
}
else
{
if (requireEquip && !character.HasEquippedItem(component.Item))
{
//the item has to be equipped before using it if it's holdable
var holdable = component.Item.GetComponent<Holdable>();
if (holdable == null)
{
#if DEBUG
DebugConsole.ThrowError($"{character.Name}: AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
#endif
return;
}
for (int i = 0; i < character.Inventory.Capacity; i++)
{
if (character.Inventory.SlotTypes[i] == InvSlotType.Any || !holdable.AllowedSlots.Any(s => s.HasFlag(character.Inventory.SlotTypes[i])))
{
continue;
}
//equip slot already taken
if (character.Inventory.Items[i] != null)
{
//try to put the item in an Any slot, and drop it if that fails
if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
!character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any }))
{
character.Inventory.Items[i].Drop(character);
}
}
if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
{
component.Item.Equip(character);
break;
}
}
return;
}
if (component.AIOperate(deltaTime, character, this))
{
IsCompleted = completionCondition == null || completionCondition();
}
}
}
}
protected override bool Check() => IsCompleted && !IsLoop;
}
}