using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveRescueAll : AIObjective { public override string DebugTag => "rescue all"; public override bool KeepDivingGearOn => true; //only treat characters whose vitality is below this (0.8 = 80% of max vitality) public const float VitalityThreshold = 0.8f; private List rescueTargets; public AIObjectiveRescueAll(Character character) : base (character, "") { rescueTargets = new List(); } public override bool IsDuplicate(AIObjective otherObjective) { return true; } public override float GetPriority(AIObjectiveManager objectiveManager) { if (character.Submarine == null) { return 0; } GetRescueTargets(); if (!rescueTargets.Any()) { return 0.0f; } if (objectiveManager.CurrentOrder == this) { return AIObjectiveManager.OrderPriority; } //if there are targets to rescue, the priority is slightly less //than the priority of explicit orders given to the character return AIObjectiveManager.OrderPriority - 5.0f; } private void GetRescueTargets() { rescueTargets = Character.CharacterList.FindAll(c => c.AIController is HumanAIController && c.TeamID == character.TeamID && c != character && !c.IsDead && c.Vitality / c.MaxVitality < VitalityThreshold); } protected override void Act(float deltaTime) { foreach (Character target in rescueTargets) { AddSubObjective(new AIObjectiveRescue(character, target)); } } public override bool IsCompleted() => false; public override bool CanBeCompleted => true; } }