using Microsoft.Xna.Framework; using System; using System.Linq; using Barotrauma.Extensions; using System.Collections.Generic; namespace Barotrauma { class AIObjectiveFixLeaks : AIObjectiveLoop { public override string DebugTag => "fix leaks"; public override bool KeepDivingGearOn => true; public override bool ForceRun => true; public AIObjectiveFixLeaks(Character character, float priorityModifier = 1) : base(character, "", priorityModifier) { } protected override void FindTargets() { base.FindTargets(); targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x))); } protected override bool Filter(Gap gap) { bool ignore = ignoreList.Contains(gap) || gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null); if (!ignore) { if (gap.Submarine == null) { ignore = true; } else if (gap.Submarine.TeamID != character.TeamID) { ignore = true; } else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { ignore = true; } } return ignore; } private float GetLeakFixPriority(Gap leak) { if (leak == null) { return 0; } float severity = GetLeakSeverity(leak); // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally) float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f; float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist)); return severity * distanceFactor; } public static float GetLeakSeverity(Gap leak) { if (leak == null) { return 0; } float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, (leak.IsHorizontal ? leak.Rect.Width : leak.Rect.Height))); float severity = sizeFactor * leak.Open; if (!leak.IsRoomToRoom) { severity *= 50; } return MathHelper.Min(severity, 100); } public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks; protected override float Average(Gap gap) => GetLeakSeverity(gap); protected override IEnumerable GetList() => Gap.GapList; protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character); } }