163 lines
7.7 KiB
C#
163 lines
7.7 KiB
C#
using Barotrauma.Extensions;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveRescueAll : AIObjectiveLoop<Character>
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{
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public override Identifier Identifier { get; set; } = "rescue all".ToIdentifier();
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public override bool ForceRun => true;
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public override bool InverseTargetEvaluation => true;
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public override bool AllowOutsideSubmarine => true;
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public override bool AllowInAnySub => true;
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private const float vitalityThreshold = 75;
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private const float vitalityThresholdForOrders = 90;
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public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
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{
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if (manager == null)
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{
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return vitalityThreshold;
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}
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else
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{
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// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
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// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
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// On the other hand, if the bots too eagerly heal characters when it's not necessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer && target.HealthPercentage < 100 ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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}
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}
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public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Character target) => IsValidTarget(target, character);
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 100; }
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if (!objectiveManager.IsOrder(this))
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{
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if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
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{
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// Don't do anything if there's a medic on board and we are not a medic
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return 100;
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}
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}
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float worstCondition = Targets.Min(t => GetVitalityFactor(t));
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if (Targets.Contains(character))
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{
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if (character.Bleeding > 10)
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{
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// Enforce the highest priority when bleeding out.
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worstCondition = 0;
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}
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// Boost the priority when wounded.
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worstCondition /= 2;
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}
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return worstCondition;
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}
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public static float GetVitalityFactor(Character character)
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{
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float vitality = 100;
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vitality -= character.Bleeding * 2;
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vitality += Math.Min(character.Oxygen, 0);
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foreach (Affliction affliction in GetTreatableAfflictions(character))
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{
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float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
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vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
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if (affliction.Prefab.AfflictionType == "paralysis")
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{
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vitality -= affliction.Strength;
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}
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else if (affliction.Prefab.AfflictionType == "poison")
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{
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vitality -= affliction.Strength;
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}
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}
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return Math.Clamp(vitality, 0, 100);
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}
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
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{
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var allAfflictions = character.CharacterHealth.GetAllAfflictions();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
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if (affliction.Prefab.TreatmentSuitability.None(kvp => kvp.Value > 0)) { continue; }
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if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; }
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yield return affliction;
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}
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}
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protected override AIObjective ObjectiveConstructor(Character target)
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=> new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveRescueAll, Character>(character, target);
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public static bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (target.IsInstigator) { return false; }
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if (target.IsPet) { return false; }
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if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target))
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{
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return false;
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}
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if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
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{
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if (!character.IsMedic && target != character)
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{
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// Don't allow to treat others autonomously
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return false;
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}
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// Ignore unsafe hulls, unless ordered
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if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
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{
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return false;
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}
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}
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}
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else
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{
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if (GetVitalityFactor(target) >= vitalityThreshold) { return false; }
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}
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if (character.Submarine != null)
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{
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// Don't allow going into another sub, unless it's connected and of the same team and type.
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if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, includingConnectedSubs: true)) { return false; }
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}
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else
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{
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return target.Submarine == null;
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}
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if (target != character && target.IsBot && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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{
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// Ignore all concious targets that are currently fighting, fleeing, fixing, or treating characters
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if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
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targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>() ||
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targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFixLeak>())
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{
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return false;
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}
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}
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if (target.CurrentHull != null)
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{
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// Don't go into rooms that have enemies
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if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c))) { return false; }
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}
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return character.GetDamageDoneByAttacker(target) <= 0;
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}
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}
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}
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