Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRepairItems.cs
2024-06-18 16:50:02 +03:00

166 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class AIObjectiveRepairItems : AIObjectiveLoop<Item>
{
public override Identifier Identifier { get; set; } = "repair items".ToIdentifier();
/// <summary>
/// If set, only fix items where required skill matches this.
/// </summary>
public Identifier RelevantSkill;
public Item PrioritizedItem { get; private set; }
public override bool AllowMultipleInstances => true;
protected override bool AllowInFriendlySubs => true;
public const float RequiredSuccessFactor = 0.4f;
public override bool IsDuplicate<T>(T otherObjective) => otherObjective is AIObjectiveRepairItems repairObjective && objectiveManager.IsOrder(repairObjective) == objectiveManager.IsOrder(this);
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
: base(character, objectiveManager, priorityModifier)
{
PrioritizedItem = prioritizedItem;
}
protected override void CreateObjectives()
{
foreach (var item in Targets)
{
foreach (Repairable repairable in item.Repairables)
{
if (!Objectives.TryGetValue(item, out AIObjective objective))
{
objective = ObjectiveConstructor(item);
Objectives.Add(item, objective);
if (!subObjectives.Contains(objective))
{
subObjectives.Add(objective);
}
objective.Completed += () =>
{
Objectives.Remove(item);
OnObjectiveCompleted(objective, item);
};
objective.Abandoned += () =>
{
Objectives.Remove(item);
ignoreList.Add(item);
targetUpdateTimer = Math.Min(0.1f, targetUpdateTimer);
};
}
break;
}
}
}
protected override bool IsValidTarget(Item item)
{
if (!ViableForRepair(item, character, HumanAIController)) { return false; };
if (!Objectives.ContainsKey(item))
{
if (item != character.SelectedItem)
{
if (NearlyFullCondition(item)) { return false; }
}
}
if (!RelevantSkill.IsEmpty)
{
if (item.Repairables.None(r => r.RequiredSkills.Any(s => s.Identifier == RelevantSkill))) { return false; }
}
return !HumanAIController.IsItemRepairedByAnother(item, out _);
}
public static bool ViableForRepair(Item item, Character character, HumanAIController humanAIController)
{
if (!IsValidTarget(item, character)) { return false; }
if (item.CurrentHull == null) { return true; }
if (item.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !humanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
return true;
}
public static bool NearlyFullCondition(Item item)
{
return item.Repairables.All(r => !r.IsBelowRepairThreshold);
}
protected override float GetTargetPriority()
{
var selectedItem = character.SelectedItem;
if (selectedItem != null && AIObjectiveRepairItem.IsRepairing(character, selectedItem) && selectedItem.ConditionPercentage < 100)
{
// Don't stop fixing until completely done
return 100;
}
int otherFixers = HumanAIController.CountBotsInTheCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>());
int items = Targets.Count;
if (items == 0)
{
return 0;
}
bool anyFixers = otherFixers > 0;
float ratio = anyFixers ? items / (float)otherFixers : 1;
if (objectiveManager.IsOrder(this))
{
return Targets.Sum(t => 100 - t.ConditionPercentage);
}
else
{
if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountBotsInTheCrew() > 0.75f))
{
// Enough fixers
return 0;
}
return Targets.Sum(t => GetTargetPriority(t, character, RequiredSuccessFactor)) * ratio;
}
}
public static float GetTargetPriority(Item item, Character character, float requiredSuccessFactor = 0)
{
float damagePriority = MathHelper.Lerp(1, 0, item.Condition / item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, item.Repairables.Average(r => r.DegreeOfSuccess(character)));
if (successFactor < requiredSuccessFactor)
{
return 0;
}
return MathHelper.Lerp(0, 100, MathHelper.Clamp(damagePriority * successFactor, 0, 1));
}
protected override IEnumerable<Item> GetList() => Item.RepairableItems;
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveRepairItem(character, item, objectiveManager, priorityModifier: PriorityModifier, isPriority: item == PrioritizedItem);
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
public static bool IsValidTarget(Item item, Character character)
{
if (item == null) { return false; }
if (item.IgnoreByAI(character)) { return false; }
if (!item.IsInteractable(character)) { return false; }
if (item.IsFullCondition) { return false; }
if (item.Submarine == null || character.Submarine == null) { return false; }
if (item.IsClaimedByBallastFlora) { return false; }
//player crew ignores items in outposts
if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
if (item.Repairables.None()) { return false; }
System.Diagnostics.Debug.Assert(item.Repairables.Any(), "Invalid target in AIObjectiveRepairItems - the objective should only be checking items that have a Repairable component (Item.RepairableItems)");
return true;
}
}
}