(77d1794a) Tester's build January 10th, 2020
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveRescueAll : AIObjectiveLoop<Character>
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{
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public override string DebugTag => "rescue all";
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public override bool ForceRun => true;
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public override bool IgnoreUnsafeHulls => true;
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private const float vitalityThreshold = 80;
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private const float vitalityThresholdForOrders = 95;
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public static float GetVitalityThreshold(AIObjectiveManager manager)
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{
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if (manager == null)
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{
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return vitalityThreshold;
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}
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else
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{
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return manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
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}
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}
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public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Character target) => IsValidTarget(target, character);
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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protected override float TargetEvaluation() => Targets.Max(t => GetVitalityFactor(t));
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public static float GetVitalityFactor(Character character) => Math.Min(character.HealthPercentage - character.Bleeding - character.Bloodloss - Math.Min(character.Oxygen, 0), 100);
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protected override AIObjective ObjectiveConstructor(Character target)
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=> new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveRescueAll, Character>(character, target);
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public static bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (!HumanAIController.IsFriendly(character, target)) { return false; }
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
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}
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else
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{
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if (GetVitalityFactor(target) > vitalityThreshold) { return false; }
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}
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if (target.Submarine == null || character.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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// Don't go into rooms that have enemies
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if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c))) { return false; }
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return true;
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}
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}
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}
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