Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveCleanupItems.cs
T
2020-10-01 12:19:24 -03:00

86 lines
3.8 KiB
C#

using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveCleanupItems : AIObjectiveLoop<Item>
{
public override string DebugTag => "cleanup items";
public override bool KeepDivingGearOn => true;
public override bool AllowAutomaticItemUnequipping => false;
public override bool ForceOrderPriority => false;
public readonly Item prioritizedItem;
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
: base(character, objectiveManager, priorityModifier)
{
this.prioritizedItem = prioritizedItem;
}
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
protected override bool Filter(Item target)
{
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
// The validity changes when a character picks the item up.
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
if (target.CurrentHull.FireSources.Count > 0) { return false; }
// Don't repair items in rooms that have enemies inside.
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
return true;
}
protected override IEnumerable<Item> GetList() => Item.ItemList;
protected override AIObjective ObjectiveConstructor(Item item)
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
{
IsPriority = prioritizedItem == item
};
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
=> HumanAIController.RemoveTargets<AIObjectiveCleanupItems, Item>(character, target);
private static bool IsItemInsideValidSubmarine(Item item, Character character)
{
if (item.CurrentHull == null) { return false; }
if (item.Submarine == null) { return false; }
if (item.Submarine.TeamID != character.TeamID) { return false; }
if (character.Submarine != null)
{
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
}
return true;
}
public static bool IsValidTarget(Item item, Character character)
{
if (item == null) { return false; }
if (item.NonInteractable) { return false; }
if (item.ParentInventory != null) { return false; }
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
//var rootContainer = item.GetRootContainer();
//// Only target items lying on the ground (= not inside a container) (do we need this check?)
//if (rootContainer != null) { return false; }
var pickable = item.GetComponent<Pickable>();
if (pickable == null) { return false; }
var wire = item.GetComponent<Wire>();
if (wire != null)
{
if (wire.Connections.Any()) { return false; }
}
else
{
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
{
return false;
}
}
return item.Prefab.PreferredContainers.Any();
}
}
}