コード例 #1
0
        private void Move(float deltaTime)
        {
            switch (Mode)
            {
            case CombatMode.Offensive:
            case CombatMode.Arrest:
                Engage(deltaTime);
                break;

            case CombatMode.Defensive:
                if (character.IsOnPlayerTeam && !Enemy.IsPlayer && objectiveManager.IsCurrentOrder <AIObjectiveGoTo>())
                {
                    if ((character.CurrentHull == null || character.CurrentHull == Enemy.CurrentHull) && sqrDistance < 200 * 200)
                    {
                        Engage(deltaTime);
                    }
                    else
                    {
                        // Keep following the goto target
                        var gotoObjective = objectiveManager.GetOrder <AIObjectiveGoTo>();
                        if (gotoObjective != null)
                        {
                            gotoObjective.ForceAct(deltaTime);
                            if (!character.AnimController.InWater)
                            {
                                HumanAIController.FaceTarget(Enemy);
                                ForceWalk = true;
                                HumanAIController.AutoFaceMovement = false;
                            }
                        }
                        else
                        {
                            SteeringManager.Reset();
                        }
                    }
                }
                else
                {
                    Retreat(deltaTime);
                }
                break;

            case CombatMode.Retreat:
                Retreat(deltaTime);
                break;

            default:
                throw new NotImplementedException();
            }
        }
コード例 #2
0
        protected override void Act(float deltaTime)
        {
            // Only continue when the get item sub objectives have been completed.
            if (subObjectives.Any())
            {
                return;
            }
            foreach (Repairable repairable in Item.Repairables)
            {
                if (!repairable.HasRequiredItems(character, false))
                {
                    //make sure we have all the items required to fix the target item
                    foreach (var kvp in repairable.requiredItems)
                    {
                        foreach (RelatedItem requiredItem in kvp.Value)
                        {
                            subObjectives.Add(new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true));
                        }
                    }
                    return;
                }
            }
            if (repairTool == null)
            {
                FindRepairTool();
            }
            if (repairTool != null)
            {
                var containedItems = repairTool.Item.ContainedItems;
                if (containedItems == null)
                {
#if DEBUG
                    DebugConsole.ThrowError($"{character.Name}: AIObjectiveRepairItem failed - the item \"" + repairTool + "\" has no proper inventory");
#endif
                    Abandon = true;
                    return;
                }
                // Drop empty tanks
                foreach (Item containedItem in containedItems)
                {
                    if (containedItem == null)
                    {
                        continue;
                    }
                    if (containedItem.Condition <= 0.0f)
                    {
                        containedItem.Drop(character);
                    }
                }
                RelatedItem item = null;
                Item        fuel = null;
                foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
                {
                    item = requiredItem;
                    fuel = containedItems.FirstOrDefault(it => it.Condition > 0.0f && requiredItem.MatchesItem(it));
                    if (fuel != null)
                    {
                        break;
                    }
                }
                if (fuel == null)
                {
                    RemoveSubObjective(ref goToObjective);
                    TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent <ItemContainer>(), objectiveManager),
                                       onCompleted: () => RemoveSubObjective(ref refuelObjective),
                                       onAbandon: () => Abandon = true);
                    return;
                }
            }
            if (character.CanInteractWith(Item, out _, checkLinked: false))
            {
                HumanAIController.FaceTarget(Item);
                if (repairTool != null)
                {
                    OperateRepairTool(deltaTime);
                }
                foreach (Repairable repairable in Item.Repairables)
                {
                    if (repairable.CurrentFixer != null && repairable.CurrentFixer != character)
                    {
                        // Someone else is repairing the target. Abandon the objective if the other is better at this than us.
                        Abandon = repairable.DegreeOfSuccess(character) < repairable.DegreeOfSuccess(repairable.CurrentFixer);
                    }
                    if (!Abandon)
                    {
                        if (character.SelectedConstruction != Item)
                        {
                            if (!Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) &&
                                !Item.TryInteract(character, ignoreRequiredItems: true, forceActionKey: true))
                            {
                                Abandon = true;
                            }
                        }
                        if (previousCondition == -1)
                        {
                            previousCondition = Item.Condition;
                        }
                        else if (Item.Condition < previousCondition)
                        {
                            // If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
                            Abandon = true;
                        }
                    }
                    if (Abandon)
                    {
                        if (IsRepairing)
                        {
                            character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
                        }
                        repairable.StopRepairing(character);
                    }
                    else if (repairable.CurrentFixer != character)
                    {
                        repairable.StartRepairing(character, Repairable.FixActions.Repair);
                    }
                    break;
                }
            }
            else
            {
                RemoveSubObjective(ref refuelObjective);
                // If cannot reach the item, approach it.
                TryAddSubObjective(ref goToObjective,
                                   constructor: () =>
                {
                    previousCondition = -1;
                    var objective     = new AIObjectiveGoTo(Item, character, objectiveManager)
                    {
                        // Don't stop in ladders, because we can't interact with other items while holding the ladders.
                        endNodeFilter = node => node.Waypoint.Ladders == null
                    };
                    if (repairTool != null)
                    {
                        objective.CloseEnough = repairTool.Range * 0.75f;
                    }
                    return(objective);
                },
                                   onAbandon: () =>
                {
                    Abandon = true;
                    if (IsRepairing)
                    {
                        character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
                    }
                });
            }
        }
        protected override void Act(float deltaTime)
        {
            if (character.LockHands)
            {
                Abandon = true;
                return;
            }
            ItemComponent target = GetTarget();

            if (useController && controller == null)
            {
                character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
                Abandon = true;
                return;
            }
            if (operateTarget != null)
            {
                if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
                {
                    // Another crew member is already targeting this entity.
                    Abandon = true;
                    return;
                }
            }
            if (target.CanBeSelected)
            {
                if (!character.IsClimbing && character.CanInteractWith(target.Item, out _, checkLinked: false))
                {
                    HumanAIController.FaceTarget(target.Item);
                    if (character.SelectedConstruction != target.Item)
                    {
                        target.Item.TryInteract(character, false, true);
                    }
                    if (component.AIOperate(deltaTime, character, this))
                    {
                        isDoneOperating = completionCondition == null || completionCondition();
                    }
                }
                else
                {
                    TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50)
                    {
                        DialogueIdentifier = "dialogcannotreachtarget",
                        TargetName         = target.Item.Name,
                        endNodeFilter      = node => node.Waypoint.Ladders == null
                    },
                                       onAbandon: () => Abandon = true,
                                       onCompleted: () => RemoveSubObjective(ref goToObjective));
                }
            }
            else
            {
                if (component.Item.GetComponent <Pickable>() == null)
                {
                    //controller/target can't be selected and the item cannot be picked -> objective can't be completed
                    Abandon = true;
                    return;
                }
                else if (!character.Inventory.Contains(component.Item))
                {
                    TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
                                       onAbandon: () => Abandon = true,
                                       onCompleted: () => RemoveSubObjective(ref getItemObjective));
                }
                else
                {
                    if (requireEquip && !character.HasEquippedItem(component.Item))
                    {
                        //the item has to be equipped before using it if it's holdable
                        var holdable = component.Item.GetComponent <Holdable>();
                        if (holdable == null)
                        {
#if DEBUG
                            DebugConsole.ThrowError($"{character.Name}: AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
#endif
                            return;
                        }
                        for (int i = 0; i < character.Inventory.Capacity; i++)
                        {
                            if (character.Inventory.SlotTypes[i] == InvSlotType.Any || !holdable.AllowedSlots.Any(s => s.HasFlag(character.Inventory.SlotTypes[i])))
                            {
                                continue;
                            }
                            //equip slot already taken
                            var existingItem = character.Inventory.GetItemAt(i);
                            if (existingItem != null)
                            {
                                //try to put the item in an Any slot, and drop it if that fails
                                if (!existingItem.AllowedSlots.Contains(InvSlotType.Any) ||
                                    !character.Inventory.TryPutItem(existingItem, character, new List <InvSlotType>()
                                {
                                    InvSlotType.Any
                                }))
                                {
                                    existingItem.Drop(character);
                                }
                            }
                            if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
                            {
                                component.Item.Equip(character);
                                break;
                            }
                        }
                        return;
                    }
                    if (component.AIOperate(deltaTime, character, this))
                    {
                        isDoneOperating = completionCondition == null || completionCondition();
                    }
                }
            }
        }
コード例 #4
0
        protected override void Act(float deltaTime)
        {
            if (character.LockHands)
            {
                Abandon = true;
                return;
            }
            ItemComponent target = GetTarget();

            if (useController && controller == null)
            {
                character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
                Abandon = true;
                return;
            }
            // Don't allow to operate an item that someone with a better skills already operates, unless this is an order
            if (objectiveManager.CurrentOrder != this && IsOperatedByAnother(target))
            {
                // Don't abandon
                return;
            }
            if (target.CanBeSelected)
            {
                if (character.CanInteractWith(target.Item, out _, checkLinked: false))
                {
                    HumanAIController.FaceTarget(target.Item);
                    if (character.SelectedConstruction != target.Item)
                    {
                        target.Item.TryInteract(character, false, true);
                    }
                    if (component.AIOperate(deltaTime, character, this))
                    {
                        IsCompleted = completionCondition == null || completionCondition();
                    }
                }
                else
                {
                    TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50),
                                       onAbandon: () => Abandon = true,
                                       onCompleted: () => RemoveSubObjective(ref goToObjective));
                }
            }
            else
            {
                if (component.Item.GetComponent <Pickable>() == null)
                {
                    //controller/target can't be selected and the item cannot be picked -> objective can't be completed
                    Abandon = true;
                    return;
                }
                else if (!character.Inventory.Items.Contains(component.Item))
                {
                    TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
                                       onAbandon: () => Abandon = true,
                                       onCompleted: () => RemoveSubObjective(ref getItemObjective));
                }
                else
                {
                    if (requireEquip && !character.HasEquippedItem(component.Item))
                    {
                        //the item has to be equipped before using it if it's holdable
                        var holdable = component.Item.GetComponent <Holdable>();
                        if (holdable == null)
                        {
#if DEBUG
                            DebugConsole.ThrowError($"{character.Name}: AIObjectiveOperateItem failed - equipping item " + component.Item + " is required but the item has no Holdable component");
#endif
                            return;
                        }
                        for (int i = 0; i < character.Inventory.Capacity; i++)
                        {
                            if (character.Inventory.SlotTypes[i] == InvSlotType.Any || !holdable.AllowedSlots.Any(s => s.HasFlag(character.Inventory.SlotTypes[i])))
                            {
                                continue;
                            }
                            //equip slot already taken
                            if (character.Inventory.Items[i] != null)
                            {
                                //try to put the item in an Any slot, and drop it if that fails
                                if (!character.Inventory.Items[i].AllowedSlots.Contains(InvSlotType.Any) ||
                                    !character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List <InvSlotType>()
                                {
                                    InvSlotType.Any
                                }))
                                {
                                    character.Inventory.Items[i].Drop(character);
                                }
                            }
                            if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
                            {
                                component.Item.Equip(character);
                                break;
                            }
                        }
                        return;
                    }
                    if (component.AIOperate(deltaTime, character, this))
                    {
                        IsCompleted = completionCondition == null || completionCondition();
                    }
                }
            }
        }
コード例 #5
0
 protected override void OnCompleted()
 {
     StopMovement();
     HumanAIController.FaceTarget(Target);
     base.OnCompleted();
 }