120 lines
5.4 KiB
C#
120 lines
5.4 KiB
C#
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 string DebugTag => "rescue all";
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public override bool ForceRun => true;
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public override bool InverseTargetEvaluation => true;
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private const float vitalityThreshold = 80;
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private const float vitalityThresholdForOrders = 100;
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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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return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? 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 (objectiveManager.CurrentOrder != 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 = character.HealthPercentage - (character.Bleeding * 2) - character.Bloodloss + Math.Min(character.Oxygen, 0);
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vitality -= character.CharacterHealth.GetAfflictionStrength("paralysis");
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return Math.Clamp(vitality, 0, 100);
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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 (!HumanAIController.IsFriendly(character, target)) { 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)) { return false; }
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if (!humanAI.ObjectiveManager.IsCurrentOrder<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 (target.Submarine == null || character.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (character.Submarine != null)
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{
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if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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}
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if (target != character &&!target.IsPlayer && 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 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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{
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return false;
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}
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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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return true;
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}
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}
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}
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