135 lines
6.4 KiB
C#
135 lines
6.4 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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/// <summary>
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/// Makes an NPC select an item, and operate it if it's something AI characters can operate.
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/// </summary>
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class NPCOperateItemAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should operate the item.")]
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public Identifier NPCTag { get; set; }
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[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.")]
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public Identifier TargetTag { get; set; }
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[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.")]
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public Identifier ItemComponentName { get; set; }
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[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.")]
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public Identifier OrderOption { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Should the character equip the item before attempting to operate it (only valid if the item is equippable).")]
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public bool RequireEquip { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the character start or stop operating the item.")]
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public bool Operate { get; set; }
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[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.")]
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public int MaxTargets { get; set; }
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[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).")]
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public int Priority { get; set; }
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[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?")]
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public bool AbandonOnReset { get; set; }
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private bool isFinished = false;
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public NPCOperateItemAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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private List<Character> affectedNpcs = null;
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private Item target = null;
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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var potentialTargets = ParentEvent.GetTargets(TargetTag).OfType<Item>();
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var nonSelectedItems = potentialTargets.Where(it => it.GetComponent<Controller>()?.User == null);
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target =
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nonSelectedItems.Any() ?
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nonSelectedItems.GetRandomUnsynced() :
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potentialTargets.GetRandomUnsynced();
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if (target == null) { return; }
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int targetCount = 0;
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affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(c => c is Character).Select(c => c as Character).ToList();
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed) { continue; }
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if (npc.AIController is not HumanAIController humanAiController) { continue; }
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if (Operate)
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{
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var itemComponent = target.Components.FirstOrDefault(ic => ItemComponentName == ic.Name);
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if (itemComponent == null)
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{
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DebugConsole.AddWarning($"Error in NPCOperateItemAction: could not find the component \"{ItemComponentName}\" in item \"{target.Name}\".");
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}
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else
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{
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var newObjective = new AIObjectiveOperateItem(itemComponent, npc, humanAiController.ObjectiveManager, OrderOption, RequireEquip)
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{
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OverridePriority = Priority
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};
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humanAiController.ObjectiveManager.AddObjective(newObjective);
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humanAiController.ObjectiveManager.WaitTimer = 0.0f;
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humanAiController.ObjectiveManager.Objectives.RemoveAll(o => o is AIObjectiveGoTo gotoOjective);
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}
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}
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else
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{
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foreach (var objective in humanAiController.ObjectiveManager.Objectives)
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{
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if (objective is AIObjectiveOperateItem operateItemObjective && operateItemObjective.OperateTarget == target)
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{
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objective.Abandon = true;
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}
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}
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}
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targetCount++;
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if (MaxTargets > -1 && targetCount >= MaxTargets)
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{
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break;
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}
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}
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isFinished = true;
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}
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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if (affectedNpcs != null && target != null && AbandonOnReset)
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{
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foreach (var npc in affectedNpcs)
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{
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if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
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foreach (var operateItemObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveOperateItem>())
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{
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if (operateItemObjective.OperateTarget == target)
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{
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operateItemObjective.Abandon = true;
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}
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}
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}
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target = null;
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affectedNpcs = null;
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}
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isFinished = false;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(AIObjectiveOperateItem)} -> (NPCTag: {NPCTag.ColorizeObject()}, TargetTag: {TargetTag.ColorizeObject()}, Operate: {Operate.ColorizeObject()})";
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}
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}
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} |