(fbfb76aeb) Implement automatic extinguishing. TODO: should use the AIObjectiveLoop class.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:13:21 +03:00
parent ab2ca90d08
commit 7fb7c13198
14 changed files with 156 additions and 68 deletions
@@ -1,4 +1,5 @@
using System.Linq;
using System;
using System.Linq;
using System.Collections.Generic;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
@@ -19,15 +20,18 @@ namespace Barotrauma
public override float GetPriority(AIObjectiveManager objectiveManager)
{
if (character.Submarine == null) { return 0; }
int fireCount = character.Submarine.GetHulls(true).Sum(h => h.FireSources.Count);
if (objectiveManager.CurrentOrder == this && fireCount > 0)
float referenceSize = 100;
// If the fire sources of inside a hull are half the reference size in total(e.g.), the severity for that hull should be 50.
// The severity values for all hulls are added together. So three hulls with 50 severity, would be 150 in total.
// Thus the max priority of 100 is reached when one hull has firesources of size 100 in width, if the priority modifier is 1.
float severity = character.Submarine.GetHulls(true).Sum(h => h.FireSources.Sum(fs => fs.Size.X) / referenceSize * 100);
if (severity < 1) { return 0; }
if (objectiveManager.CurrentOrder == this)
{
return AIObjectiveManager.OrderPriority;
}
float basePriority = MathHelper.Clamp(Priority, 0, 10);
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
return MathHelper.Clamp(basePriority + severity * PriorityModifier, 0, 99);
}
public override bool IsCompleted() => false;
@@ -277,7 +277,7 @@ namespace Barotrauma
Priority = MathHelper.Clamp(Priority, 0, 100);
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
{
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 10, 100));
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
}
}
}