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