(83868bb0e) Refactor AIObjectiveExtinguishFires to use the AIObjectiveLoop class. Significant refactoring of the other looping objectives. Reduce the duplicate code.
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+23
-52
@@ -1,71 +1,42 @@
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using System;
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using System.Linq;
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using System.Linq;
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using System.Collections.Generic;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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// TODO: use objective loop and sort the targets by severity
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class AIObjectiveExtinguishFires : AIObjective
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class AIObjectiveExtinguishFires : AIObjectiveLoop<Hull>
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{
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public override string DebugTag => "extinguish fires";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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private Dictionary<Hull, AIObjectiveExtinguishFire> extinguishObjectives = new Dictionary<Hull, AIObjectiveExtinguishFire>();
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public AIObjectiveExtinguishFires(Character character, float priorityModifier = 1) : base(character, "", priorityModifier) { }
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public override float GetPriority(AIObjectiveManager objectiveManager)
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protected override void FindTargets()
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{
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if (character.Submarine == null) { return 0; }
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float referenceSize = 100;
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// 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.
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// The severity values for all hulls are added together. So three hulls with 50 severity, would be 150 in total.
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// Thus the max priority of 100 is reached when one hull has firesources of size 100 in width, if the priority modifier is 1.
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float severity = character.Submarine.GetHulls(true).Sum(h => h.FireSources.Sum(fs => fs.Size.X) / referenceSize * 100);
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if (severity < 1) { return 0; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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float basePriority = MathHelper.Clamp(Priority, 0, 10);
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return MathHelper.Clamp(basePriority + severity * PriorityModifier, 0, 99);
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return otherObjective is AIObjectiveExtinguishFires;
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}
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protected override void Act(float deltaTime)
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{
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SyncRemovedObjectives(extinguishObjectives, Hull.hullList);
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if (character.Submarine == null) { return; }
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.FireSources.None()) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (!extinguishObjectives.TryGetValue(hull, out AIObjectiveExtinguishFire objective))
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{
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objective = new AIObjectiveExtinguishFire(character, hull);
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extinguishObjectives.Add(hull, objective);
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AddSubObjective(objective);
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}
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}
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if (extinguishObjectives.None())
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base.FindTargets();
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if (targets.None())
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{
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character?.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire", 30.0f);
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}
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}
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protected override bool Filter(Hull target)
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{
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if (target.FireSources.None()) { return false; }
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if (target.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.TeamID) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target, true)) { return false; }
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return true;
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}
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protected override float TargetEvaluation() => (HumanAIController.ObjectiveManager.CurrentObjective == this || HumanAIController.ObjectiveManager.CurrentOrder == this) ? 100 : targets.Sum(t => GetFireSeverity(t));
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public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X);
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveExtinguishFires;
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protected override IEnumerable<Hull> GetList() => Hull.hullList;
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protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, PriorityModifier);
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}
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}
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