using System.Linq; using System.Collections.Generic; using Barotrauma.Extensions; namespace Barotrauma { class AIObjectiveExtinguishFires : AIObjectiveLoop { public override string DebugTag => "extinguish fires"; public override bool ForceRun => true; public AIObjectiveExtinguishFires(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { } protected override bool Filter(Hull hull) => IsValidTarget(hull, character); protected override float TargetEvaluation() => Targets.Sum(t => GetFireSeverity(t)); public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X); protected override IEnumerable GetList() => Hull.hullList; protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier); protected override void OnObjectiveCompleted(AIObjective objective, Hull target) => HumanAIController.RemoveTargets(character, target); public static bool IsValidTarget(Hull hull, Character character) { if (hull == null) { return false; } if (hull.FireSources.None()) { return false; } if (hull.Submarine == null) { return false; } if (character.Submarine == null) { return false; } if (!character.Submarine.IsConnectedTo(hull.Submarine)) { return false; } if (character.AIController is HumanAIController humanAI) { if (hull.Submarine.TeamID != character.TeamID) { if (humanAI.ObjectiveManager.IsCurrentOrder()) { // For orders, allow targets in the current sub (for example if the bot is inside an outpost or a wreck) if (hull.Submarine != character.Submarine) { return false; } } else { return false; } } } return true; } } }