470 lines
20 KiB
C#
470 lines
20 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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namespace Barotrauma
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{
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class AIObjectiveGetItem : AIObjective
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{
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public override string Identifier { get; set; } = "get item";
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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public HashSet<Item> ignoredItems = new HashSet<Item>();
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public Func<Item, float> GetItemPriority;
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public Func<Item, bool> ItemFilter;
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public float TargetCondition { get; set; } = 1;
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public bool AllowDangerousPressure { get; set; }
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private readonly string[] identifiersOrTags;
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//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
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private bool spawnItemIfNotFound = false;
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private Item targetItem;
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private readonly Item originalTarget;
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private ISpatialEntity moveToTarget;
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private bool isDoneSeeking;
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public Item TargetItem => targetItem;
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private int currSearchIndex;
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public string[] ignoredContainerIdentifiers;
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private AIObjectiveGoTo goToObjective;
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private float currItemPriority;
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private readonly bool checkInventory;
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public static float DefaultReach = 100;
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public bool AllowToFindDivingGear { get; set; } = true;
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public bool MustBeSpecificItem { get; set; }
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/// <summary>
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/// Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost)
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/// </summary>
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public bool AllowStealing { get; set; }
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public bool TakeWholeStack { get; set; }
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public bool Equip { get; set; }
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public bool Wear { get; set; }
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public InvSlotType? EquipSlotType { get; set; }
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public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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Equip = equip;
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originalTarget = targetItem;
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this.targetItem = targetItem;
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moveToTarget = targetItem?.GetRootInventoryOwner();
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}
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public AIObjectiveGetItem(Character character, string identifierOrTag, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
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: this(character, new string[] { identifierOrTag }, objectiveManager, equip, checkInventory, priorityModifier, spawnItemIfNotFound) { }
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public AIObjectiveGetItem(Character character, string[] identifiersOrTags, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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Equip = equip;
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this.identifiersOrTags = identifiersOrTags;
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this.spawnItemIfNotFound = spawnItemIfNotFound;
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for (int i = 0; i < identifiersOrTags.Length; i++)
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{
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identifiersOrTags[i] = identifiersOrTags[i].ToLowerInvariant();
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}
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this.checkInventory = checkInventory;
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}
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private bool CheckInventory()
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{
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if (identifiersOrTags == null) { return false; }
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var item = character.Inventory.FindItem(i => CheckItem(i), recursive: true);
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if (item != null)
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{
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targetItem = item;
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moveToTarget = item.GetRootInventoryOwner();
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}
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return item != null;
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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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if (character.Submarine == null)
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{
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Abandon = true;
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return;
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}
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if (identifiersOrTags != null && !isDoneSeeking)
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{
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if (checkInventory)
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{
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if (CheckInventory())
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{
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isDoneSeeking = true;
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}
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}
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if (!isDoneSeeking)
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{
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if (!AllowDangerousPressure)
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{
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bool dangerousPressure = character.CurrentHull == null || character.CurrentHull.LethalPressure > 0 && character.PressureProtection <= 0;
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if (dangerousPressure)
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{
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#if DEBUG
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string itemName = targetItem != null ? targetItem.Name : identifiersOrTags.FirstOrDefault();
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DebugConsole.NewMessage($"{character.Name}: Seeking item ({itemName}) aborted, because the pressure is dangerous.", Color.Yellow);
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#endif
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Abandon = true;
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return;
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}
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}
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FindTargetItem();
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if (!objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
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{
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objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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}
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return;
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}
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}
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if (targetItem == null || targetItem.Removed)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Target null or removed. Aborting.", Color.Red);
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#endif
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Abandon = true;
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return;
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}
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else if (isDoneSeeking && moveToTarget == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Move target null. Aborting.", Color.Red);
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#endif
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Abandon = true;
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return;
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}
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if (character.IsItemTakenBySomeoneElse(targetItem))
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Found an item, but it's already equipped by someone else.", Color.Yellow);
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#endif
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if (originalTarget == null)
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{
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// Try again
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ignoredItems.Add(targetItem);
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ResetInternal();
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}
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else
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{
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Abandon = true;
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}
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return;
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}
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bool canInteract = false;
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if (moveToTarget is Character c)
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{
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if (character == c)
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{
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canInteract = true;
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moveToTarget = null;
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}
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else
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{
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character.SelectCharacter(c);
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canInteract = character.CanInteractWith(c, maxDist: DefaultReach);
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character.DeselectCharacter();
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}
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}
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else if (moveToTarget is Item parentItem)
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{
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canInteract = character.CanInteractWith(parentItem, checkLinked: false);
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}
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if (canInteract)
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{
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var pickable = targetItem.GetComponent<Pickable>();
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if (pickable == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Target not pickable. Aborting.", Color.Yellow);
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#endif
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Abandon = true;
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return;
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}
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Inventory itemInventory = targetItem.ParentInventory;
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var slots = itemInventory?.FindIndices(targetItem);
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if (HumanAIController.TakeItem(targetItem, character.Inventory, Equip, Wear, storeUnequipped: true))
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{
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if (TakeWholeStack && slots != null)
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{
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foreach (int slot in slots)
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{
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foreach (Item item in itemInventory.GetItemsAt(slot).ToList())
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{
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HumanAIController.TakeItem(item, character.Inventory, equip: false, storeUnequipped: true);
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}
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}
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}
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IsCompleted = true;
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}
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else
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
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#endif
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Abandon = true;
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}
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}
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else if (moveToTarget != null)
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{
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TryAddSubObjective(ref goToObjective,
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constructor: () =>
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{
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return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
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{
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// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
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AbortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
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SpeakIfFails = false
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};
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},
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onAbandon: () =>
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{
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if (originalTarget == null)
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{
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// Try again
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ignoredItems.Add(targetItem);
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ResetInternal();
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}
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else
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{
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Abandon = true;
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}
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},
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onCompleted: () => RemoveSubObjective(ref goToObjective));
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}
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}
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private void FindTargetItem()
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{
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if (identifiersOrTags == null)
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{
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if (targetItem == null)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item, because neither identifiers nor item was defined.", Color.Red);
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#endif
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Abandon = true;
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}
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return;
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}
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float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
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bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
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bool hasCalledPathFinder = false;
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int itemsPerFrame = (int)priority;
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for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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Submarine itemSub = item.Submarine ?? item.ParentInventory?.Owner?.Submarine;
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if (itemSub == null) { continue; }
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Submarine mySub = character.Submarine;
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if (mySub == null) { continue; }
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if (!AllowStealing)
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{
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if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
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}
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if (!CheckItem(item)) { continue; }
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if (item.Container != null)
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{
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if (item.Container.HasTag("donttakeitems")) { continue; }
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if (ignoredContainerIdentifiers != null)
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{
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if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
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}
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}
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { continue; }
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if (character.IsItemTakenBySomeoneElse(item)) { continue; }
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if (item.ParentInventory is ItemInventory itemInventory)
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{
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if (!itemInventory.Container.HasRequiredItems(character, addMessage: false)) { continue; }
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}
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float itemPriority = 1;
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if (GetItemPriority != null)
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{
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itemPriority = GetItemPriority(item);
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}
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Entity rootInventoryOwner = item.GetRootInventoryOwner();
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if (rootInventoryOwner is Item ownerItem)
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{
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if (!ownerItem.IsInteractable(character)) { continue; }
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if (!(ownerItem.GetComponent<ItemContainer>()?.HasRequiredItems(character, addMessage: false) ?? true)) { continue; }
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}
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Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
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float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
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yDist = yDist > 100 ? yDist * 5 : 0;
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float dist = Math.Abs(character.WorldPosition.X - itemPos.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
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itemPriority *= distanceFactor;
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itemPriority *= item.Condition / item.MaxCondition;
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// Ignore if the item has a lower priority than the currently selected one
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if (itemPriority < currItemPriority) { continue; }
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if (!hasCalledPathFinder && PathSteering != null && checkPath)
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{
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// While following the player, let's ensure that there's a valid path to the target before accepting it.
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// Otherwise it will take some time for us to find a valid item when there are multiple items that we can't reach and some that we can.
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// This is relatively expensive, so let's do this only when it significantly improves the behavior.
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// Only allow one path find call per frame.
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hasCalledPathFinder = true;
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, item.SimPosition, errorMsgStr: $"AIObjectiveGetItem {character.DisplayName}", nodeFilter: node => node.Waypoint.CurrentHull != null);
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if (path.Unreachable) { continue; }
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}
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currItemPriority = itemPriority;
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targetItem = item;
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moveToTarget = rootInventoryOwner ?? item;
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}
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if (currSearchIndex >= Item.ItemList.Count - 1)
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{
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isDoneSeeking = true;
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if (targetItem == null)
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{
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if (spawnItemIfNotFound)
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{
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if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
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#endif
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Abandon = true;
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}
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else
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{
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Entity.Spawner.AddToSpawnQueue(prefab, character.Inventory, onSpawned: (Item spawnedItem) =>
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{
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targetItem = spawnedItem;
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if (character.TeamID == CharacterTeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
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{
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spawnedItem.SpawnedInOutpost = true;
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}
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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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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
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#endif
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SpeakCannotFind();
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Abandon = true;
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}
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}
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}
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}
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protected override bool CheckObjectiveSpecific()
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{
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if (IsCompleted) { return true; }
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if (targetItem != null)
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{
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if (Equip && EquipSlotType.HasValue)
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{
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return character.HasEquippedItem(targetItem, EquipSlotType.Value);
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}
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else
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{
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return character.HasItem(targetItem, Equip);
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}
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}
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else if (identifiersOrTags != null)
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{
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var matchingItem = character.Inventory.FindItem(i => CheckItem(i), recursive: true);
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if (matchingItem != null)
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{
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if (Equip && EquipSlotType.HasValue)
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{
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return character.HasEquippedItem(matchingItem, EquipSlotType.Value);
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}
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else
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{
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return !Equip || character.HasEquippedItem(matchingItem);
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}
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}
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return false;
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}
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return false;
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}
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private bool CheckItem(Item item)
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{
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if (!item.IsInteractable(character)) { return false; }
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if (item.IsThisOrAnyContainerIgnoredByAI(character)) { return false; }
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if (ignoredItems.Contains(item)) { return false; };
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if (item.Condition < TargetCondition) { return false; }
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if (ItemFilter != null && !ItemFilter(item)) { return false; }
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return identifiersOrTags.Any(id => id == item.Prefab.Identifier || item.HasTag(id));
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}
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public override void Reset()
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{
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base.Reset();
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ResetInternal();
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}
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/// <summary>
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/// Does not reset the ignored items list
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/// </summary>
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private void ResetInternal()
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{
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RemoveSubObjective(ref goToObjective);
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targetItem = originalTarget;
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moveToTarget = targetItem?.GetRootInventoryOwner();
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isDoneSeeking = false;
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currSearchIndex = 0;
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currItemPriority = 0;
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}
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protected override void OnAbandon()
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{
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base.OnAbandon();
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if (moveToTarget == null) { return; }
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
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#endif
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}
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private void SpeakCannotFind()
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{
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// TODO: Use the item name as the variable here.
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
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{
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string msg = TextManager.Get("dialogcannotfinditem", true);
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if (msg != null)
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{
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character.Speak(msg, identifier: "dialogcannotfinditem", minDurationBetweenSimilar: 20.0f);
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}
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}
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}
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// TODO: remove?
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private void SpeakCannotReach()
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{
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
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{
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string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
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string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
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if (msg != null)
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{
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character.Speak(msg, identifier: "dialogcannotreachtarget", minDurationBetweenSimilar: 20.0f);
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}
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}
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}
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}
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}
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