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 ForceRun => true; public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { } protected override bool Filter(Gap gap) => IsValidTarget(gap, character); 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 *= 100; // If there is a leak in the outer walls, the severity cannot be lower than 10, no matter how small the leak return MathHelper.Clamp(severity, 10, 100); } else { return MathHelper.Min(severity, 100); } } public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks; protected override float TargetEvaluation() => Targets.Max(t => GetLeakSeverity(t)); protected override IEnumerable GetList() => Gap.GapList; protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier); protected override void OnObjectiveCompleted(AIObjective objective, Gap target) => HumanAIController.RemoveTargets(character, target); public static bool IsValidTarget(Gap gap, Character character) { if (gap == null) { return false; } if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; } if (gap.Submarine == null) { return false; } if (gap.Submarine.TeamID != character.TeamID) { return false; } if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { return false; } return true; } } }