268 lines
12 KiB
C#
268 lines
12 KiB
C#
using Microsoft.Xna.Framework;
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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 AIObjectiveFindSafety : AIObjective
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{
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public override string DebugTag => "find safety";
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public override bool ForceRun => true;
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// TODO: expose?
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const float priorityIncrease = 100;
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const float priorityDecrease = 10;
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const float SearchHullInterval = 3.0f;
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const float clearUnreachableInterval = 30;
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public readonly HashSet<Hull> unreachable = new HashSet<Hull>();
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private float currenthullSafety;
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private float unreachableClearTimer;
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private float searchHullTimer;
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveFindDivingGear divingGearObjective;
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindSafety;
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public override void Update(float deltaTime)
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{
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if (unreachableClearTimer > 0)
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{
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unreachableClearTimer -= deltaTime;
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}
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else
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{
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unreachableClearTimer = clearUnreachableInterval;
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unreachable.Clear();
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}
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if (character.CurrentHull == null)
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{
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currenthullSafety = 0;
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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return;
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}
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if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
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currenthullSafety = HumanAIController.CurrentHullSafety;
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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}
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}
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private Hull currentSafeHull;
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private Hull previousSafeHull;
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protected override void Act(float deltaTime)
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{
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var currentHull = character.AnimController.CurrentHull;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull);
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bool needsDivingSuit = needsDivingGear && (currentHull == null || currentHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref divingGearObjective,
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() => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () => searchHullTimer = Math.Min(1, searchHullTimer));
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}
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else
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{
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if (divingGearObjective != null && divingGearObjective.IsCompleted())
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{
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// Reset the devotion.
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Priority = 0;
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divingGearObjective = null;
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}
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if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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}
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if (searchHullTimer > 0.0f)
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{
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searchHullTimer -= deltaTime;
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}
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else
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{
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searchHullTimer = SearchHullInterval;
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previousSafeHull = currentSafeHull;
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currentSafeHull = FindBestHull();
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if (currentSafeHull == null)
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{
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currentSafeHull = previousSafeHull;
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}
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if (currentSafeHull != null && currentSafeHull != currentHull)
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{
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if (goToObjective?.Target != currentSafeHull)
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{
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goToObjective = null;
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}
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
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{
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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},
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onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
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}
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else
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{
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goToObjective = null;
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}
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}
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if (goToObjective != null)
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{
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if (goToObjective.IsCompleted())
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{
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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}
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Priority = 0;
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return;
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}
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if (currentHull == null) { return; }
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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// TODO: optimize
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foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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foreach (Character enemy in Character.CharacterList)
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{
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if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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}
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if (escapeVel != Vector2.Zero)
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{
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float left = currentHull.Rect.X + 50;
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float right = currentHull.Rect.Right - 50;
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//only move if we haven't reached the edge of the room
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if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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else
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{
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character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
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character.AIController.SteeringManager.Reset();
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}
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}
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else
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{
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Priority = 0;
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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}
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}
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}
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public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null, bool allowChangingTheSubmarine = true)
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{
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Hull bestHull = null;
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float bestValue = 0;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine == null) { continue; }
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if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
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if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
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if (unreachable.Contains(hull)) { continue; }
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float hullSafety = 0;
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if (character.CurrentHull != null && character.Submarine != null)
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{
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// Inside
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if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
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hullSafety = HumanAIController.GetHullSafety(hull, character);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
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hullSafety *= distanceFactor;
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//skip the hull if the safety is already less than the best hull
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//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
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if (hullSafety < bestValue) { continue; }
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable)
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{
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unreachable.Add(hull);
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continue;
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}
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// Each unsafe node reduces the hull safety value.
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// Ignore the current hull, because otherwise we couldn't find a path out.
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
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{
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hullSafety /= 10;
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}
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}
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else
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{
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// Outside
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if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock"))
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{
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hullSafety = 100;
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}
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else
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{
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// TODO: could also target gaps that get us inside?
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull && item.HasTag("airlock"))
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{
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hullSafety = 100;
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break;
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}
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}
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}
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// TODO: could we get a closest door to the outside and target the flowing hull if no airlock is found?
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// Huge preference for closer targets
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float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
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hullSafety *= distanceFactor;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
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{
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hullSafety /= 10;
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}
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}
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if (hullSafety > bestValue)
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{
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bestHull = hull;
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bestValue = hullSafety;
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}
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}
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return bestHull;
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}
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}
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}
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