Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCOperateItemAction.cs
2024-06-18 16:50:02 +03:00

135 lines
6.4 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Makes an NPC select an item, and operate it if it's something AI characters can operate.
/// </summary>
class NPCOperateItemAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should operate the item.")]
public Identifier NPCTag { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the item to operate. If it's not something AI characters can or know how to operate, such as a cabinet or an engine, the NPC will just select it.")]
public Identifier TargetTag { get; set; }
[Serialize("Controller", IsPropertySaveable.Yes, description: "Name of the component to operate. For example, the Controller component of a periscope or the Reactor component of a nuclear reactor.")]
public Identifier ItemComponentName { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the option, if there are several ways the item can be operated. For example, \"powerup\" or \"shutdown\" when operating a reactor.")]
public Identifier OrderOption { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should the character equip the item before attempting to operate it (only valid if the item is equippable).")]
public bool RequireEquip { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should the character start or stop operating the item.")]
public bool Operate { get; set; }
[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs the action can target. For example, you could only make a specific number of security officers man a periscope.")]
public int MaxTargets { get; set; }
[Serialize(100, IsPropertySaveable.Yes, description: "Priority of operating the item (0-100). Higher values will make the AI prefer operating the item over other orders (priority 60-70) or e.g. reacting to emergencies (priority 90).")]
public int Priority { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop operating the item when the event resets?")]
public bool AbandonOnReset { get; set; }
private bool isFinished = false;
public NPCOperateItemAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
private List<Character> affectedNpcs = null;
private Item target = null;
public override void Update(float deltaTime)
{
if (isFinished) { return; }
var potentialTargets = ParentEvent.GetTargets(TargetTag).OfType<Item>();
var nonSelectedItems = potentialTargets.Where(it => it.GetComponent<Controller>()?.User == null);
target =
nonSelectedItems.Any() ?
nonSelectedItems.GetRandomUnsynced() :
potentialTargets.GetRandomUnsynced();
if (target == null) { return; }
int targetCount = 0;
affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(c => c is Character).Select(c => c as Character).ToList();
foreach (var npc in affectedNpcs)
{
if (npc.Removed) { continue; }
if (npc.AIController is not HumanAIController humanAiController) { continue; }
if (Operate)
{
var itemComponent = target.Components.FirstOrDefault(ic => ItemComponentName == ic.Name);
if (itemComponent == null)
{
DebugConsole.AddWarning($"Error in NPCOperateItemAction: could not find the component \"{ItemComponentName}\" in item \"{target.Name}\".");
}
else
{
var newObjective = new AIObjectiveOperateItem(itemComponent, npc, humanAiController.ObjectiveManager, OrderOption, RequireEquip)
{
OverridePriority = Priority
};
humanAiController.ObjectiveManager.AddObjective(newObjective);
humanAiController.ObjectiveManager.WaitTimer = 0.0f;
humanAiController.ObjectiveManager.Objectives.RemoveAll(o => o is AIObjectiveGoTo gotoOjective);
}
}
else
{
foreach (var objective in humanAiController.ObjectiveManager.Objectives)
{
if (objective is AIObjectiveOperateItem operateItemObjective && operateItemObjective.OperateTarget == target)
{
objective.Abandon = true;
}
}
}
targetCount++;
if (MaxTargets > -1 && targetCount >= MaxTargets)
{
break;
}
}
isFinished = true;
}
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
if (affectedNpcs != null && target != null && AbandonOnReset)
{
foreach (var npc in affectedNpcs)
{
if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
foreach (var operateItemObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveOperateItem>())
{
if (operateItemObjective.OperateTarget == target)
{
operateItemObjective.Abandon = true;
}
}
}
target = null;
affectedNpcs = null;
}
isFinished = false;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(AIObjectiveOperateItem)} -> (NPCTag: {NPCTag.ColorizeObject()}, TargetTag: {TargetTag.ColorizeObject()}, Operate: {Operate.ColorizeObject()})";
}
}
}