Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs
T

50 lines
2.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class AIObjectiveRescueAll : AIObjectiveLoop<Character>
{
public override string DebugTag => "rescue all";
public override bool ForceRun => true;
private const float vitalityThreshold = 0.85f;
private const float vitalityThresholdForOrders = 0.95f;
public static float GetVitalityThreshold(AIObjectiveManager manager) => manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRescueAll;
protected override bool Filter(Character target) => IsValidTarget(target, character);
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override float TargetEvaluation() => Targets.Max(t => GetVitalityFactor(t)) * 100;
public static float GetVitalityFactor(Character character) => (character.MaxVitality - character.Vitality) / character.MaxVitality;
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 == character) { return false; } // TODO: enable healing self
if (!HumanAIController.IsFriendly(character, target)) { return false; }
if (!(character.AIController is HumanAIController humanAI)) { return false; }
if (target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; }
if (target.Submarine == null) { return false; }
if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
if (target.CurrentHull == null) { return false; }
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
return true;
}
}
}