130 lines
6.1 KiB
C#
130 lines
6.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
class AIObjectiveRescueAll : AIObjectiveLoop<Character>
|
|
{
|
|
public override string DebugTag => "rescue all";
|
|
public override bool ForceRun => true;
|
|
public override bool InverseTargetEvaluation => true;
|
|
|
|
private const float vitalityThreshold = 80;
|
|
private const float vitalityThresholdForOrders = 100;
|
|
public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
|
|
{
|
|
if (manager == null)
|
|
{
|
|
return vitalityThreshold;
|
|
}
|
|
else
|
|
{
|
|
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold;
|
|
}
|
|
}
|
|
|
|
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
|
: base(character, objectiveManager, priorityModifier) { }
|
|
|
|
protected override bool Filter(Character target) => IsValidTarget(target, character);
|
|
|
|
protected override IEnumerable<Character> GetList() => Character.CharacterList;
|
|
|
|
protected override float TargetEvaluation()
|
|
{
|
|
int otherRescuers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRescueAll>(), onlyBots: true);
|
|
int targetCount = Targets.Count;
|
|
bool anyRescuers = otherRescuers > 0;
|
|
float ratio = anyRescuers ? targetCount / (float)otherRescuers : 1;
|
|
if (objectiveManager.CurrentOrder == this)
|
|
{
|
|
return Targets.Min(t => GetVitalityFactor(t)) / ratio;
|
|
}
|
|
else
|
|
{
|
|
float multiplier = 1;
|
|
if (anyRescuers)
|
|
{
|
|
float mySkill = character.GetSkillLevel("medical");
|
|
int betterRescuers = HumanAIController.CountCrew(c => c != HumanAIController && c.Character.Info.Job.GetSkillLevel("medical") >= mySkill, onlyBots: true);
|
|
if (targetCount / (float)betterRescuers <= 1)
|
|
{
|
|
// Enough rescuers
|
|
return 100;
|
|
}
|
|
else
|
|
{
|
|
bool foundOtherMedics = HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.Info.Job.Prefab.Identifier == "medicaldoctor");
|
|
if (foundOtherMedics)
|
|
{
|
|
if (character.Info.Job.Prefab.Identifier != "medicaldoctor")
|
|
{
|
|
// Double the vitality factor -> less likely to take action
|
|
multiplier = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return Targets.Min(t => GetVitalityFactor(t)) / ratio * multiplier;
|
|
}
|
|
}
|
|
|
|
public static float GetVitalityFactor(Character character)
|
|
{
|
|
float vitality = character.HealthPercentage - character.Bleeding - character.Bloodloss + Math.Min(character.Oxygen, 0);
|
|
vitality -= character.CharacterHealth.GetAfflictionStrength("paralysis");
|
|
return Math.Clamp(vitality, 0, 100);
|
|
}
|
|
|
|
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 (!HumanAIController.IsFriendly(character, target)) { return false; }
|
|
if (character.AIController is HumanAIController humanAI)
|
|
{
|
|
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
|
|
if (!humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveRescueAll>())
|
|
{
|
|
// Ignore unsafe hulls, unless ordered
|
|
if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (GetVitalityFactor(target) >= vitalityThreshold) { return false; }
|
|
}
|
|
if (target.Submarine == null || character.Submarine == null) { return false; }
|
|
if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
|
|
if (target.CurrentHull == null) { return false; }
|
|
if (character.Submarine != null)
|
|
{
|
|
if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
|
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
|
|
}
|
|
if (!target.IsPlayer && 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;
|
|
}
|
|
}
|
|
// 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 true;
|
|
}
|
|
}
|
|
}
|