Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGetItem.cs
2023-05-10 15:07:17 +03:00

693 lines
29 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Immutable;
using System.Collections.Generic;
using System.Linq;
using System.Diagnostics;
namespace Barotrauma
{
class AIObjectiveGetItem : AIObjective
{
public override Identifier Identifier { get; set; } = "get item".ToIdentifier();
public override bool AbandonWhenCannotCompleteSubjectives => false;
public override bool AllowMultipleInstances => true;
public HashSet<Item> ignoredItems = new HashSet<Item>();
public Func<Item, float> GetItemPriority;
public Func<Item, bool> ItemFilter;
public float TargetCondition { get; set; } = 1;
public bool AllowDangerousPressure { get; set; }
public readonly ImmutableHashSet<Identifier> IdentifiersOrTags;
//if the item can't be found, spawn it in the character's inventory (used by outpost NPCs)
private readonly bool spawnItemIfNotFound = false;
private Item targetItem;
private readonly Item originalTarget;
private ISpatialEntity moveToTarget;
private bool isDoneSeeking;
public Item TargetItem => targetItem;
private int currentSearchIndex;
public ImmutableHashSet<Identifier> ignoredContainerIdentifiers;
public ImmutableHashSet<Identifier> ignoredIdentifiersOrTags;
private AIObjectiveGoTo goToObjective;
private float currItemPriority;
private readonly bool checkInventory;
public const float DefaultReach = 100;
public const float MaxReach = 150;
public bool AllowToFindDivingGear { get; set; } = true;
public bool MustBeSpecificItem { get; set; }
/// <summary>
/// Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost)
/// </summary>
public bool AllowStealing { get; set; }
public bool TakeWholeStack { get; set; }
/// <summary>
/// Are variants of the specified item allowed
/// </summary>
public bool AllowVariants { get; set; }
public bool Equip { get; set; }
public bool Wear { get; set; }
public bool RequireNonEmpty { get; set; }
public bool EvaluateCombatPriority { get; set; }
public bool CheckPathForEachItem { get; set; }
public bool SpeakIfFails { get; set; }
public string CannotFindDialogueIdentifierOverride { get; set; }
public Func<bool> CannotFindDialogueCondition { get; set; }
private int _itemCount = 1;
public int ItemCount
{
get { return _itemCount; }
set
{
_itemCount = Math.Max(value, 1);
}
}
public InvSlotType? EquipSlotType { get; set; }
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
currentSearchIndex = 0;
Equip = equip;
originalTarget = targetItem;
this.targetItem = targetItem;
moveToTarget = targetItem?.GetRootInventoryOwner();
}
public AIObjectiveGetItem(Character character, Identifier identifierOrTag, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: this(character, new Identifier[] { identifierOrTag }, objectiveManager, equip, checkInventory, priorityModifier, spawnItemIfNotFound) { }
public AIObjectiveGetItem(Character character, IEnumerable<Identifier> identifiersOrTags, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false)
: base(character, objectiveManager, priorityModifier)
{
currentSearchIndex = 0;
Equip = equip;
this.spawnItemIfNotFound = spawnItemIfNotFound;
this.checkInventory = checkInventory;
IdentifiersOrTags = ParseGearTags(identifiersOrTags).ToImmutableHashSet();
ignoredIdentifiersOrTags = ParseIgnoredTags(identifiersOrTags).ToImmutableHashSet();
}
public static IEnumerable<Identifier> ParseGearTags(IEnumerable<Identifier> identifiersOrTags)
{
var tags = new List<Identifier>();
foreach (Identifier tag in identifiersOrTags)
{
if (!tag.Contains("!"))
{
tags.Add(tag);
}
}
return tags;
}
public static IEnumerable<Identifier> ParseIgnoredTags(IEnumerable<Identifier> identifiersOrTags)
{
var ignoredTags = new List<Identifier>();
foreach (Identifier tag in identifiersOrTags)
{
if (tag.Contains("!"))
{
ignoredTags.Add(tag.Remove("!"));
}
}
return ignoredTags;
}
public static Func<PathNode, bool> CreateEndNodeFilter(ISpatialEntity targetEntity)
{
return n => (n.Waypoint.Ladders == null || n.Waypoint.IsInWater) && Vector2.DistanceSquared(n.Waypoint.WorldPosition, targetEntity.WorldPosition) <= MathUtils.Pow2(MaxReach);
}
private bool CheckInventory()
{
if (IdentifiersOrTags == null) { return false; }
var item = character.Inventory.FindItem(i => CheckItem(i), recursive: true);
if (item != null)
{
targetItem = item;
moveToTarget = item.GetRootInventoryOwner();
}
return item != null;
}
private bool CountItems()
{
int itemCount = 0;
foreach (Item it in character.Inventory.AllItems)
{
if (CheckItem(it))
{
itemCount++;
}
}
return itemCount >= ItemCount;
}
protected override void Act(float deltaTime)
{
if (character.LockHands)
{
Abandon = true;
return;
}
if (IdentifiersOrTags != null && !isDoneSeeking)
{
if (checkInventory)
{
if (CheckInventory())
{
isDoneSeeking = true;
}
}
if (!isDoneSeeking)
{
if (character.Submarine == null)
{
Abandon = true;
return;
}
if (!AllowDangerousPressure)
{
bool dangerousPressure = !character.IsProtectedFromPressure && (character.CurrentHull == null || character.CurrentHull.LethalPressure > 0);
if (dangerousPressure)
{
#if DEBUG
string itemName = targetItem != null ? targetItem.Name : IdentifiersOrTags.FirstOrDefault().Value;
DebugConsole.NewMessage($"{character.Name}: Seeking item ({itemName}) aborted, because the pressure is dangerous.", Color.Yellow);
#endif
Abandon = true;
return;
}
}
FindTargetItem();
if (!objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
{
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
}
return;
}
}
else if (character.Submarine == null)
{
Abandon = true;
return;
}
if (targetItem == null || targetItem.Removed)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Target null or removed. Aborting.", Color.Red);
#endif
Abandon = true;
return;
}
else if (isDoneSeeking && moveToTarget == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Move target null. Aborting.", Color.Red);
#endif
Abandon = true;
return;
}
if (character.IsItemTakenBySomeoneElse(targetItem))
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Found an item, but it's already equipped by someone else.", Color.Yellow);
#endif
if (originalTarget == null)
{
// Try again
ignoredItems.Add(targetItem);
ResetInternal();
}
else
{
Abandon = true;
}
return;
}
bool canInteract = false;
if (moveToTarget is Character c)
{
if (character == c)
{
canInteract = true;
moveToTarget = null;
}
else
{
character.SelectCharacter(c);
canInteract = character.CanInteractWith(c);
character.DeselectCharacter();
}
}
else if (moveToTarget is Item parentItem)
{
canInteract = character.CanInteractWith(parentItem, checkLinked: false);
}
if (canInteract)
{
var pickable = targetItem.GetComponent<Pickable>();
if (pickable == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Target not pickable. Aborting.", Color.Yellow);
#endif
Abandon = true;
return;
}
Inventory itemInventory = targetItem.ParentInventory;
var slots = itemInventory?.FindIndices(targetItem);
if (HumanAIController.TakeItem(targetItem, character.Inventory, Equip, Wear, storeUnequipped: true, targetTags: IdentifiersOrTags))
{
if (TakeWholeStack && slots != null)
{
foreach (int slot in slots)
{
foreach (Item item in itemInventory.GetItemsAt(slot).ToList())
{
HumanAIController.TakeItem(item, character.Inventory, equip: false, storeUnequipped: true);
}
}
}
if (IdentifiersOrTags == null)
{
IsCompleted = true;
}
else
{
IsCompleted = CountItems();
if (!IsCompleted)
{
ResetInternal();
}
}
}
else
{
if (!Equip)
{
// Try equipping and wearing the item
Equip = true;
if (!objectiveManager.HasActiveObjective<AIObjectiveCleanupItem>() && !objectiveManager.HasActiveObjective<AIObjectiveLoadItem>())
{
Wear = true;
}
return;
}
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to equip/move the item '{targetItem.Name}' into the character inventory. Aborting.", Color.Red);
#endif
Abandon = true;
}
}
else if (moveToTarget != null)
{
TryAddSubObjective(ref goToObjective,
constructor: () =>
{
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
{
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
AbortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
SpeakIfFails = false,
endNodeFilter = CreateEndNodeFilter(moveToTarget)
};
},
onAbandon: () =>
{
if (originalTarget == null)
{
// Try again
ignoredItems.Add(targetItem);
if (targetItem != moveToTarget && moveToTarget is Item item)
{
ignoredItems.Add(item);
}
ResetInternal();
}
else
{
Abandon = true;
}
},
onCompleted: () => RemoveSubObjective(ref goToObjective));
}
}
private Stopwatch sw;
private Stopwatch StopWatch => sw ??= new Stopwatch();
private readonly List<(Item item, float priority)> itemCandidates = new List<(Item, float)>();
private List<Item> itemList;
private void FindTargetItem()
{
if (IdentifiersOrTags == null)
{
if (targetItem == null)
{
#if DEBUG
DebugConsole.AddWarning($"{character.Name}: Cannot find an item, because neither identifiers nor item was defined.");
#endif
Abandon = true;
}
return;
}
if (HumanAIController.DebugAI)
{
StopWatch.Restart();
}
float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
if (!CheckPathForEachItem)
{
// While following the player, let's ensure that there's a valid path to the target before accepting it.
// Otherwise it will take some time for us to find a valid item when there are multiple items that we can't reach and some that we can.
// This is relatively expensive, so let's do this only when it significantly improves the behavior.
// Only allow one path find call per frame.
CheckPathForEachItem = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.IsFollowOrderObjective);
}
bool checkPath = CheckPathForEachItem;
// Reset if the character has switched subs.
if (itemList != null && !character.Submarine.IsEntityFoundOnThisSub(itemList.FirstOrDefault(), includingConnectedSubs: true))
{
currentSearchIndex = 0;
}
if (currentSearchIndex == 0)
{
itemCandidates.Clear();
itemList = character.Submarine.GetItems(alsoFromConnectedSubs: true);
}
int itemsPerFrame = (int)MathHelper.Lerp(30, 300, MathUtils.InverseLerp(10, 100, priority));
int checkedItems = 0;
for (int i = 0; i < itemsPerFrame && currentSearchIndex < itemList.Count; i++, currentSearchIndex++)
{
checkedItems++;
var item = itemList[currentSearchIndex];
Submarine itemSub = item.Submarine ?? item.ParentInventory?.Owner?.Submarine;
if (itemSub == null) { continue; }
Submarine mySub = character.Submarine;
if (mySub == null) { continue; }
if (!checkInventory)
{
// Ignore items in the inventory when defined not to check it.
if (item.IsOwnedBy(character)) { continue; }
}
if (!AllowStealing)
{
if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInCurrentOutpost) { continue; }
}
if (!CheckItem(item)) { continue; }
if (item.Container != null)
{
if (item.Container.HasTag("donttakeitems")) { continue; }
if (ignoredItems.Contains(item.Container)) { continue; }
if (ignoredContainerIdentifiers != null)
{
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
}
}
if (character.IsItemTakenBySomeoneElse(item)) { continue; }
if (item.ParentInventory is ItemInventory itemInventory)
{
if (!itemInventory.Container.HasRequiredItems(character, addMessage: false)) { continue; }
}
float itemPriority = item.Prefab.BotPriority;
if (GetItemPriority != null)
{
itemPriority *= GetItemPriority(item);
}
Entity rootInventoryOwner = item.GetRootInventoryOwner();
if (rootInventoryOwner is Item ownerItem)
{
if (!ownerItem.IsInteractable(character)) { continue; }
if (ownerItem != item)
{
if (!(ownerItem.GetComponent<ItemContainer>()?.HasRequiredItems(character, addMessage: false) ?? true)) { continue; }
//the item is inside an item inside an item (e.g. fuel tank in a welding tool in a cabinet -> reduce priority to prefer items that aren't inside a tool)
if (ownerItem != item.Container)
{
itemPriority *= 0.1f;
}
}
}
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - itemPos.X) + yDist;
float minDistFactor = EvaluateCombatPriority ? 0.1f : 0;
float distanceFactor = MathHelper.Lerp(1, minDistFactor, MathUtils.InverseLerp(100, 10000, dist));
itemPriority *= distanceFactor;
if (EvaluateCombatPriority)
{
var mw = item.GetComponent<MeleeWeapon>();
var rw = item.GetComponent<RangedWeapon>();
float combatFactor = 0;
if (mw != null)
{
if (mw.CombatPriority > 0)
{
combatFactor = mw.CombatPriority / 100;
}
else
{
// The combat factor of items with zero combat priority is not allowed to be greater than 0.1f
combatFactor = Math.Min(AIObjectiveCombat.GetLethalDamage(mw) / 1000, 0.1f);
}
}
else if (rw != null)
{
if (rw.CombatPriority > 0)
{
combatFactor = rw.CombatPriority / 100;
}
else
{
combatFactor = Math.Min(AIObjectiveCombat.GetLethalDamage(rw) / 1000, 0.1f);
}
}
else
{
combatFactor = Math.Min(item.Components.Sum(ic => AIObjectiveCombat.GetLethalDamage(ic)) / 1000, 0.1f);
}
itemPriority *= combatFactor;
}
else
{
itemPriority *= item.Condition / item.MaxCondition;
}
if (checkPath)
{
itemCandidates.Add((item, itemPriority));
}
// Ignore if the item has a lower priority than the currently selected one
if (itemPriority < currItemPriority) { continue; }
if (EvaluateCombatPriority && itemPriority <= 0)
{
// Not good enough
continue;
}
currItemPriority = itemPriority;
targetItem = item;
moveToTarget = rootInventoryOwner ?? item;
}
if (currentSearchIndex >= itemList.Count - 1)
{
isDoneSeeking = true;
}
if (checkedItems > 0)
{
if (isDoneSeeking && itemCandidates.Any())
{
itemCandidates.Sort((x, y) => y.priority.CompareTo(x.priority));
}
if (HumanAIController.DebugAI && targetItem != null && StopWatch.ElapsedMilliseconds > 2)
{
var msg = $"Went through {checkedItems} of total {itemList.Count} items. Found item {targetItem.Name} in {StopWatch.ElapsedMilliseconds} ms. Completed: {isDoneSeeking}";
if (StopWatch.ElapsedMilliseconds > 5)
{
DebugConsole.ThrowError(msg);
}
else
{
// An occasional warning now and then can be ignored, but multiple at the same time might indicate a performance issue.
DebugConsole.AddWarning(msg);
}
}
}
if (isDoneSeeking)
{
if (PathSteering == null)
{
itemCandidates.Clear();
}
if (itemCandidates.Any())
{
if (itemCandidates.FirstOrDefault() is { } itemCandidate)
{
var path = PathSteering.PathFinder.FindPath(character.SimPosition, itemCandidate.item.SimPosition, character.Submarine, errorMsgStr: $"AIObjectiveGetItem {character.DisplayName}", nodeFilter: node => node.Waypoint.CurrentHull != null);
if (path.Unreachable)
{
// Remove the invalid candidates and continue on the next frame.
itemCandidates.Remove(itemCandidate);
}
else
{
// The path was valid -> we are done.
itemCandidates.Clear();
}
}
}
if (targetItem == null && itemCandidates.None())
{
if (spawnItemIfNotFound)
{
ItemPrefab prefab = FindItemToSpawn();
if (prefab == null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", IdentifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
#endif
Abandon = true;
}
else
{
Entity.Spawner.AddItemToSpawnQueue(prefab, character.Inventory, onSpawned: (Item spawnedItem) =>
{
targetItem = spawnedItem;
if (character.TeamID == CharacterTeamType.FriendlyNPC && (character.Submarine?.Info.IsOutpost ?? false))
{
spawnedItem.SpawnedInCurrentOutpost = true;
}
});
}
}
else
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", IdentifiersOrTags)}", Color.Yellow);
#endif
Abandon = true;
}
}
}
}
/// <summary>
/// Returns the "best" item to spawn when using <see cref="spawnItemIfNotFound"/> and there's multiple suitable items.
/// Best in this context is the one that's sold at the lowest price in stores (usually the most "basic" item)
/// </summary>
/// <returns></returns>
private ItemPrefab FindItemToSpawn()
{
ItemPrefab bestItem = null;
float lowestCost = float.MaxValue;
foreach (MapEntityPrefab prefab in MapEntityPrefab.List)
{
if (prefab is not ItemPrefab itemPrefab) { continue; }
if (IdentifiersOrTags.Any(id => id == prefab.Identifier || prefab.Tags.Contains(id)))
{
float cost = itemPrefab.DefaultPrice != null && itemPrefab.CanBeBought ?
itemPrefab.DefaultPrice.Price :
float.MaxValue;
if (cost < lowestCost || bestItem == null)
{
bestItem = itemPrefab;
lowestCost = cost;
}
}
}
return bestItem;
}
protected override bool CheckObjectiveSpecific()
{
if (IsCompleted) { return true; }
if (targetItem == null)
{
// Not yet ready
return false;
}
if (IdentifiersOrTags != null && ItemCount > 1)
{
return CountItems();
}
else
{
if (Equip && EquipSlotType.HasValue)
{
return character.HasEquippedItem(targetItem, EquipSlotType.Value);
}
else
{
return character.HasItem(targetItem, Equip);
}
}
}
private bool CheckItem(Item item)
{
if (!item.HasAccess(character)) { return false; }
if (ignoredItems.Contains(item)) { return false; };
if (ignoredIdentifiersOrTags != null && item.HasIdentifierOrTags(ignoredIdentifiersOrTags)) { return false; }
if (item.Condition < TargetCondition) { return false; }
if (ItemFilter != null && !ItemFilter(item)) { return false; }
if (RequireNonEmpty && item.Components.Any(i => i.IsEmpty(character))) { return false; }
return item.HasIdentifierOrTags(IdentifiersOrTags) || (AllowVariants && !item.Prefab.VariantOf.IsEmpty && IdentifiersOrTags.Contains(item.Prefab.VariantOf));
}
public override void Reset()
{
base.Reset();
ResetInternal();
}
/// <summary>
/// Does not reset the ignored items list
/// </summary>
private void ResetInternal()
{
RemoveSubObjective(ref goToObjective);
targetItem = originalTarget;
moveToTarget = targetItem?.GetRootInventoryOwner();
isDoneSeeking = false;
currentSearchIndex = 0;
currItemPriority = 0;
}
protected override void OnAbandon()
{
base.OnAbandon();
if (moveToTarget != null)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
#endif
}
SpeakCannotFind();
}
private void SpeakCannotFind()
{
if (!SpeakIfFails) { return; }
if (!character.IsOnPlayerTeam) { return; }
if (objectiveManager.CurrentOrder != objectiveManager.CurrentObjective) { return; }
if (CannotFindDialogueCondition != null && !CannotFindDialogueCondition()) { return; }
LocalizedString msg = TextManager.Get(CannotFindDialogueIdentifierOverride, "dialogcannotfinditem");
if (msg.IsNullOrEmpty() || !msg.Loaded) { return; }
character.Speak(msg.Value, identifier: "dialogcannotfinditem".ToIdentifier(), minDurationBetweenSimilar: 20.0f);
}
}
}