(de7949704) Rewrite the leak priority calculations. Ensure that the damage priority is not negative.
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+17
-15
@@ -17,7 +17,7 @@ namespace Barotrauma
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protected override void FindTargets()
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{
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base.FindTargets();
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targets.Sort((x, y) => GetGapFixPriority(y).CompareTo(GetGapFixPriority(x)));
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targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
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}
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protected override bool Filter(Gap gap)
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@@ -32,25 +32,27 @@ namespace Barotrauma
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return ignore;
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}
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private float GetGapFixPriority(Gap gap)
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private float GetLeakFixPriority(Gap leak)
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{
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if (gap == null) return 0.0f;
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//larger gap -> higher priority
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float gapPriority = (gap.IsHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
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//prioritize gaps that are close
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gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
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//gaps to outside are much higher priority
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if (!gap.IsRoomToRoom) gapPriority *= 10.0f;
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return gapPriority;
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if (leak == null) { return 0; }
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float severity = GetLeakSeverity(leak);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
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return severity * distanceFactor;
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}
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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.IsHorizontal ? leak.Rect.Width : leak.Rect.Height)));
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float severity = sizeFactor * leak.Open;
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if (!leak.IsRoomToRoom) { severity *= 50; }
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return MathHelper.Min(severity, 100);
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}
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
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protected override float Average(Gap gap) => gap.Open * 100;
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protected override float Average(Gap gap) => GetLeakSeverity(gap);
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protected override IEnumerable<Gap> GetList() => Gap.GapList;
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protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
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}
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