(61d00a474) v0.9.7.1
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class AIObjectiveFixLeaks : AIObjectiveLoop<Gap>
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{
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public override string DebugTag => "fix leaks";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Gap gap) => IsValidTarget(gap, character);
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public static float GetLeakSeverity(Gap leak)
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{
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if (leak == null) { return 0; }
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float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, leak.Size));
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float severity = sizeFactor * leak.Open;
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if (!leak.IsRoomToRoom)
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{
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severity *= 10;
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// If there is a leak in the outer walls, the severity cannot be lower than 10, no matter how small the leak
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return MathHelper.Clamp(severity, 10, 100);
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}
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else
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{
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return MathHelper.Min(severity, 100);
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}
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}
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protected override float TargetEvaluation()
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{
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int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>(), onlyBots: true);
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int totalLeaks = Targets.Count();
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if (totalLeaks == 0) { return 0; }
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int secondaryLeaks = Targets.Count(l => l.IsRoomToRoom);
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int leaks = totalLeaks - secondaryLeaks;
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bool anyFixers = otherFixers > 0;
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if (objectiveManager.CurrentOrder == this)
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{
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float ratio = anyFixers ? totalLeaks / (float)otherFixers : 1;
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return Targets.Sum(t => GetLeakSeverity(t)) * ratio;
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}
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else
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{
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float ratio = leaks == 0 ? 1 : anyFixers ? leaks / otherFixers : 1;
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if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
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{
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// Enough fixers
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return 0;
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}
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return Targets.Sum(t => GetLeakSeverity(t)) * ratio;
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}
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}
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protected override IEnumerable<Gap> GetList() => Gap.GapList;
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protected override AIObjective ObjectiveConstructor(Gap gap)
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=> new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Gap target)
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=> HumanAIController.RemoveTargets<AIObjectiveFixLeaks, Gap>(character, target);
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public static bool IsValidTarget(Gap gap, Character character)
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{
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if (gap == null) { return false; }
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if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
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if (gap.Submarine == null) { return false; }
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if (gap.Submarine.TeamID != character.TeamID) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { return false; }
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return true;
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}
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}
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}
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