Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs
2026-04-09 15:10:07 +03:00

210 lines
10 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 InverseTargetPriority => true;
protected override bool AllowOutsideSubmarine => true;
protected 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 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<AIObjectiveRescue>() == null)
{
charactersWithMinorInjuries.Add(target);
character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.DisplayName).Value,
delay: 1.0f,
identifier: $"notreatableafflictions{target.DisplayName}".ToIdentifier(),
minDurationBetweenSimilar: 10.0f);
}
}
}
return false;
}
return true;
}
protected override IEnumerable<Character> 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.Strength > affliction.Prefab.TreatmentThreshold)
{
//vitality loss is not required to treat this affliction -> evaluate the strength of the affliction too
if (!affliction.Prefab.VitalityLossRequiredForTreatment)
{
vitality -= affliction.Strength;
}
}
}
return Math.Clamp(vitality, 0, 100);
}
public static IEnumerable<Affliction> 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<AIObjectiveRescueAll, Character>(character, target);
public static bool IsValidTarget(Character target, Character character, out bool ignoredAsMinorWounds)
{
ignoredAsMinorWounds = false;
if (target == null || target.IsDead || target.Removed || target.InvisibleTimer > 0.0f) { 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<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 (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;
}
}
}