60 lines
2.8 KiB
C#
60 lines
2.8 KiB
C#
using System;
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using System.Linq;
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using System.Collections.Generic;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class AIObjectiveExtinguishFires : AIObjectiveLoop<Hull>
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{
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public override Identifier Identifier { get; set; } = "extinguish fires".ToIdentifier();
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public override bool ForceRun => true;
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protected override bool AllowInAnySub => true;
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// Periodically clear the ignore list so that fires abandoned when fumbling with finding an extinguisher, navigating etc get reconsidered
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protected override float IgnoreListClearInterval => 30;
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public AIObjectiveExtinguishFires(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool IsValidTarget(Hull hull) => IsValidTarget(hull, character);
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protected override float GetTargetPriority() =>
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// If any target is visible -> 100 priority
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Targets.Any(t => t == character.CurrentHull || HumanAIController.VisibleHulls.Contains(t)) ? 100 :
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// Else based on the fire severity
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Targets.Sum(t => GetFireSeverity(t) * 100);
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/// <summary>
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/// 0-1 based on the horizontal size of all of the fires in the hull.
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/// </summary>
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public static float GetFireSeverity(Hull hull) => MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 500, hull.FireSources.Sum(fs => fs.Size.X)));
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protected override IEnumerable<Hull> GetList() => Hull.HullList;
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protected override AIObjective ObjectiveConstructor(Hull target)
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=> new AIObjectiveExtinguishFire(character, target, objectiveManager, PriorityModifier);
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protected override void OnObjectiveCompleted(AIObjective objective, Hull target)
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=> HumanAIController.RemoveTargets<AIObjectiveExtinguishFires, Hull>(character, target);
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public static bool IsValidTarget(Hull hull, Character character)
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{
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if (hull == null) { return false; }
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if (hull.FireSources.None()) { return false; }
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if (hull.Submarine == null) { return false; }
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if (character.Submarine == null) { return false; }
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if (!character.Submarine.IsEntityFoundOnThisSub(hull, includingConnectedSubs: true)) { return false; }
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if (hull.BallastFlora != null) { return false; }
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foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
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{
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if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
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if (ballastFlora.Branches.Any(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull))
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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