161 lines
7.4 KiB
C#
161 lines
7.4 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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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 AIObjectiveCleanupItems : AIObjectiveLoop<Item>
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{
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public override Identifier Identifier { get; set; } = "cleanup items".ToIdentifier();
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public override bool KeepDivingGearOn => true;
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public override bool AllowAutomaticItemUnequipping => false;
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protected override bool ForceOrderPriority => false;
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public readonly List<Item> prioritizedItems = new List<Item>();
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protected override int MaxTargets => 100;
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public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, Item prioritizedItem = null, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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if (prioritizedItem != null)
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{
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prioritizedItems.Add(prioritizedItem);
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}
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}
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public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, IEnumerable<Item> prioritizedItems, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
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}
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protected override float GetTargetPriority()
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{
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if (Targets.None()) { return 0; }
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if (objectiveManager.IsOrder(this))
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{
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float prio = objectiveManager.GetOrderPriority(this);
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if (subObjectives.All(so => so.SubObjectives.None()))
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{
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// If none of the subobjectives have subobjectives, no valid container was found. Don't allow running.
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ForceWalk = true;
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}
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return prio;
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}
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return AIObjectiveManager.RunPriority - 0.5f;
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}
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protected override bool IsValidTarget(Item target)
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{
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System.Diagnostics.Debug.Assert(target.GetComponent<Pickable>() is { } pickable && !pickable.IsAttached, "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking pickable, non-attached items.");
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System.Diagnostics.Debug.Assert(target.Prefab.PreferredContainers.Any(), "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking items that have preferred containers defined.");
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// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
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// The validity changes when a character picks the item up.
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if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
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if (target.CurrentHull.FireSources.Count > 0) { return false; }
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foreach (Character c in Character.CharacterList)
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{
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if (c == character || !HumanAIController.IsActive(c)) { continue; }
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if (c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c))
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{
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// Don't clean up items in rooms that have enemies inside.
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return false;
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}
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}
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return true;
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}
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protected override IEnumerable<Item> GetList() => Item.CleanableItems;
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protected override AIObjective ObjectiveConstructor(Item item)
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=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
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{
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IsPriority = prioritizedItems.Contains(item)
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};
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protected override void OnObjectiveCompleted(AIObjective objective, Item target)
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=> HumanAIController.RemoveTargets<AIObjectiveCleanupItems, Item>(character, target);
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public static bool IsItemInsideValidSubmarine(Item item, Character character)
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{
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if (item == null || item.Removed) { return false; }
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if (character == null || character.Removed) { 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 (character.Submarine != null && !character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
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return true;
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}
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public static bool IsValidContainer(Item container, Character character) =>
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container.HasTag(Tags.AllowCleanup) &&
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container.HasAccess(character) &&
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container.ParentInventory == null && container.OwnInventory != null && container.OwnInventory.AllItems.Any() &&
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container.GetComponent<ItemContainer>() != null &&
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IsItemInsideValidSubmarine(container, character) &&
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!container.IsClaimedByBallastFlora;
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public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true, bool requireValidContainer = true, bool ignoreItemsMarkedForDeconstruction = true)
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{
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if (item == null) { return false; }
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if (item.GetComponents<Pickable>().None(c => c is not Door && c.CanBePicked)) { return false; }
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if (item.DontCleanUp) { return false; }
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if (item.Illegitimate == character.IsOnPlayerTeam) { return false; }
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if (item.ParentInventory != null)
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{
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if (item.Container == null)
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{
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// In a character inventory
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return false;
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}
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if (!allowUnloading) { return false; }
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if (requireValidContainer && !IsValidContainer(item.Container, character)) { return false; }
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}
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if (ignoreItemsMarkedForDeconstruction && Item.DeconstructItems.Contains(item)) { return false; }
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if (!item.HasAccess(character)) { return false; }
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if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
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if (item.HasBallastFloraInHull) { return false; }
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//something (e.g. a pet) was eating the item within the last second - don't clean up
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if (item.LastEatenTime > Timing.TotalTimeUnpaused - 1.0) { return false; }
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var wire = item.GetComponent<Wire>();
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if (wire != null)
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{
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if (wire.Connections.Any(c => c != null)) { return false; }
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}
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else
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{
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var connectionPanel = item.GetComponent<ConnectionPanel>();
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if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Count > 0))
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{
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return false;
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}
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}
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if (item.GetComponent<Rope>() is { IsActive: true, Snapped: false })
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{
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// Don't clean up spears with an active rope component.
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return false;
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}
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if (!checkInventory)
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{
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return true;
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}
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return CanPutInInventory(character, item, allowWearing: false);
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}
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public override void OnDeselected()
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{
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base.OnDeselected();
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foreach (var subObjective in SubObjectives)
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{
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if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
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{
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cleanUpObjective.DropTarget();
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}
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}
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}
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}
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}
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