Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs
T
2023-06-21 16:14:31 +03:00

200 lines
9.1 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 readonly HashSet<Character> charactersWithMinorInjuries = new HashSet<Character>();
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<AIObjectiveRescueAll>() ? vitalityThresholdForOrders : vitalityThreshold;
}
}
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
protected override bool Filter(Character target)
{
if (!IsValidTarget(target, character, requireTreatableAfflictions: false)) { return false; }
if (GetTreatableAfflictions(target).Any())
{
return true;
}
else
{
//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 (!charactersWithMinorInjuries.Contains(character))
{
character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value,
null, 1.0f, $"notreatableafflictions{target.Name}".ToIdentifier(), 10.0f);
charactersWithMinorInjuries.Add(character);
}
return false;
}
}
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 != 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<Affliction> GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold = false)
{
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<AIObjectiveRescueAll, Character>(character, target);
public static bool IsValidTarget(Character target, Character character, bool requireTreatableAfflictions = true)
{
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, unless we are a medic
return false;
}
// Ignore unsafe hulls, unless ordered
if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
{
return false;
}
}
if (requireTreatableAfflictions && GetTreatableAfflictions(target).None())
{
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 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<AIObjectiveCombat>() ||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>() ||
targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>())
{
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;
}
public override void Reset()
{
base.Reset();
charactersWithMinorInjuries.Clear();
}
}
}