Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs
T
2023-01-31 18:08:26 +02:00

163 lines
7.7 KiB
C#

using Barotrauma.Extensions;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class AIObjectiveRescueAll : AIObjectiveLoop<Character>
{
public override Identifier Identifier { get; set; } = "rescue all".ToIdentifier();
public override bool ForceRun => true;
public override bool InverseTargetEvaluation => true;
public override bool AllowOutsideSubmarine => true;
public override bool AllowInAnySub => true;
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
{
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
// 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.
return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer && target.HealthPercentage < 100 ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
}
}
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
protected override bool Filter(Character target) => IsValidTarget(target, character);
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override float TargetEvaluation()
{
if (Targets.None()) { return 100; }
if (!objectiveManager.IsOrder(this))
{
if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
{
// Don't do anything if there's a medic on board and we are not a medic
return 100;
}
}
float worstCondition = Targets.Min(t => GetVitalityFactor(t));
if (Targets.Contains(character))
{
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))
{
float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
if (affliction.Prefab.AfflictionType == "paralysis")
{
vitality -= affliction.Strength;
}
else if (affliction.Prefab.AfflictionType == "poison")
{
vitality -= affliction.Strength;
}
}
return Math.Clamp(vitality, 0, 100);
}
public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
{
var allAfflictions = character.CharacterHealth.GetAllAfflictions();
foreach (Affliction affliction in allAfflictions)
{
if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
if (affliction.Prefab.TreatmentSuitability.None(kvp => kvp.Value > 0)) { 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<AIObjectiveRescueAll, Character>(character, target);
public static bool IsValidTarget(Character target, Character character)
{
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; }
if (character.AIController is HumanAIController humanAI)
{
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target))
{
return false;
}
if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
{
if (!character.IsMedic && target != character)
{
// Don't allow to treat others autonomously
return false;
}
// Ignore unsafe hulls, unless ordered
if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
{
return false;
}
}
}
else
{
if (GetVitalityFactor(target) >= vitalityThreshold) { 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
{
return target.Submarine == null;
}
if (target != character && target.IsBot && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
{
// Ignore all concious targets that are currently fighting, fleeing, fixing, or treating characters
if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>() ||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFixLeak>())
{
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;
}
}
}