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