using Barotrauma.Extensions; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class AIObjectiveRescueAll : AIObjectiveLoop { public override Identifier Identifier { get; set; } = "rescue all".ToIdentifier(); public override bool ForceRun => true; public override bool InverseTargetPriority => true; protected override bool AllowOutsideSubmarine => true; protected override bool AllowInAnySub => true; private readonly HashSet charactersWithMinorInjuries = new HashSet(); private const float vitalityThreshold = 75; private const float vitalityThresholdForOrders = 90; public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target) { if (manager == null) { return vitalityThreshold; } else { return character == target || manager.HasOrder() ? vitalityThresholdForOrders : vitalityThreshold; } } public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { } protected override bool IsValidTarget(Character target) { if (!IsValidTarget(target, character, out bool ignoredasMinorWounds)) { if (ignoredasMinorWounds) { //the target might be at a low enough health to be considered a valid target, //but if all afflictions are below treatment thresholds, the bot won't (and shouldn't) treat them // -> make the bot speak to make it clear the bot intentionally ignores very minor injuries if (character.IsOnPlayerTeam && target != character && !charactersWithMinorInjuries.Contains(target)) { // But only speak about targets when we are not already actively treating, in which case we should be speaking about the current target. if (objectiveManager.GetFirstActiveObjective() == null) { charactersWithMinorInjuries.Add(target); character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value, delay: 1.0f, identifier: $"notreatableafflictions{target.Name}".ToIdentifier(), minDurationBetweenSimilar: 10.0f); } } } return false; } return true; } protected override IEnumerable GetList() => Character.CharacterList; protected override float GetTargetPriority() { if (Targets.None()) { return 100; } if (!objectiveManager.IsOrder(this)) { if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != character && c.IsMedic, onlyActive: true, onlyConnectedSubs: true)) { // Don't do anything if there's a medic on board actively treating and we are not a medic return 100; } } float worstCondition = Targets.Min(t => GetVitalityFactor(t)); if (Targets.Contains(character)) { // Targeting self -> higher prio if (character.Bleeding > 10) { // Enforce the highest priority when bleeding out. worstCondition = 0; } // Boost the priority when wounded. worstCondition /= 2; } return worstCondition; } public static float GetVitalityFactor(Character character) { float vitality = 100; vitality -= character.Bleeding * 2; vitality += Math.Min(character.Oxygen, 0); foreach (Affliction affliction in GetTreatableAfflictions(character, ignoreTreatmentThreshold: true)) { float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f); vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100; if (affliction.Prefab.AfflictionType == AfflictionPrefab.ParalysisType) { vitality -= affliction.Strength; } else if (affliction.Prefab.AfflictionType == AfflictionPrefab.PoisonType) { vitality -= affliction.Strength; } } return Math.Clamp(vitality, 0, 100); } public static IEnumerable GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold) { var allAfflictions = character.CharacterHealth.GetAllAfflictions(); foreach (Affliction affliction in allAfflictions) { if (affliction.Prefab.IsBuff) { continue; } if (!affliction.Prefab.HasTreatments) { continue; } if (!ignoreTreatmentThreshold) { //other afflictions of the same type increase the "treatability" // e.g. we might want to ignore burns below 5%, but not if the character has them on all limbs float totalAfflictionStrength = character.CharacterHealth.GetTotalAdjustedAfflictionStrength(affliction); if (totalAfflictionStrength < affliction.Prefab.TreatmentThreshold) { continue; } } if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; } yield return affliction; } } 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, out bool ignoredAsMinorWounds) { ignoredAsMinorWounds = false; if (target == null || target.IsDead || target.Removed) { return false; } if (target.IsInstigator) { return false; } if (target.IsPet) { return false; } if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; } bool isBelowTreatmentThreshold; float vitalityFactor; if (character.AIController is HumanAIController humanAI) { if (!IsValidTargetForAI(target, humanAI)) { return false; } vitalityFactor = GetVitalityFactor(target); isBelowTreatmentThreshold = vitalityFactor < GetVitalityThreshold(humanAI.ObjectiveManager, character, target); } else { vitalityFactor = GetVitalityFactor(target); isBelowTreatmentThreshold = vitalityFactor < vitalityThreshold; } bool hasTreatableAfflictions = GetTreatableAfflictions(target, ignoreTreatmentThreshold: false).Any(); bool isValidTarget = isBelowTreatmentThreshold && hasTreatableAfflictions; if (!isValidTarget) { ignoredAsMinorWounds = hasTreatableAfflictions || vitalityFactor < 100; } return isValidTarget; } private static bool IsValidTargetForAI(Character target, HumanAIController humanAI) { Character character = humanAI.Character; if (!humanAI.ObjectiveManager.HasOrder()) { if (!character.IsMedic && target != character) { // Don't allow to treat others autonomously, unless we are a medic return false; } // Ignore unsafe hulls, unless ordered if (humanAI.UnsafeHulls.Contains(target.CurrentHull)) { return false; } } if (character.Submarine != null) { // Don't allow going into another sub, unless it's connected and of the same team and type. if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; } } else if (target.Submarine != null) { // We are outside, but the target is inside. return false; } if (target != character && target.IsBot && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI) { // Ignore all concious targets that are currently fighting, fleeing, or treating characters if (targetAI.ObjectiveManager.HasActiveObjective() || targetAI.ObjectiveManager.HasActiveObjective() || targetAI.ObjectiveManager.HasActiveObjective()) { return false; } } if (target.CurrentHull != null) { // 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 character.GetDamageDoneByAttacker(target) <= 0; } } }