using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Barotrauma { class AIObjectiveFindSafety : AIObjective { const float SearchHullInterval = 1.0f; const float MinSafety = 50.0f; AIObjectiveGoTo gotoObjective; private List unreachable; float currenthullSafety; float searchHullTimer; public AIObjectiveFindSafety(Character character) : base(character) { unreachable = new List(); } protected override void Act(float deltaTime) { if (character.AnimController.CurrentHull == null || GetHullSafety(character.AnimController.CurrentHull) > MinSafety) { character.AIController.SteeringManager.SteeringSeek(character.AnimController.CurrentHull.SimPosition); character.AIController.SelectTarget(null); gotoObjective = null; return; } if (searchHullTimer>0.0f) { searchHullTimer -= deltaTime; return; } else { Hull bestHull = null; float bestValue = currenthullSafety; foreach (Hull hull in Hull.hullList) { if (hull == character.AnimController.CurrentHull) continue; if (unreachable.Contains(hull.AiTarget)) continue; float hullValue = GetHullSafety(hull); hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X)); hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f); if (bestHull==null || hullValue > bestValue) { bestHull = hull; bestValue = hullValue; } } if (bestHull != null) { gotoObjective = new AIObjectiveGoTo(bestHull.AiTarget, character); //character.AIController.SelectTarget(bestHull.AiTarget); } searchHullTimer = SearchHullInterval; } if (gotoObjective != null) { var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager; if (pathSteering!=null && pathSteering.CurrentPath!= null && pathSteering.CurrentPath.Unreachable && !unreachable.Contains(gotoObjective.Target)) { unreachable.Add(gotoObjective.Target); } } gotoObjective.TryComplete(deltaTime); } public override bool IsDuplicate(AIObjective otherObjective) { return (otherObjective is AIObjectiveFindSafety); } public override float GetPriority(Character character) { if (character.AnimController.CurrentHull == null) return 0.0f; currenthullSafety = GetHullSafety(character.AnimController.CurrentHull); priority = 100.0f - currenthullSafety; return priority; } private float GetHullSafety(Hull hull) { float waterPercentage = (hull.Volume / hull.FullVolume)*100.0f; float fireAmount = 0.0f; foreach (FireSource fireSource in hull.FireSources) { fireAmount += Math.Max(fireSource.Size.X,50.0f); } float safety = 100.0f - fireAmount; if (waterPercentage > 30.0f) safety -= waterPercentage; if (hull.OxygenPercentage < 30.0f) safety -= (30.0f-hull.OxygenPercentage)*3.0f; return safety; } } }