538 lines
27 KiB
C#
538 lines
27 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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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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using static Barotrauma.AIObjectiveFindSafety;
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namespace Barotrauma
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{
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class AIObjectiveRescue : AIObjective
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{
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public override Identifier Identifier { get; set; } = "rescue".ToIdentifier();
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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protected override bool AllowOutsideSubmarine => true;
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protected override bool AllowInAnySub => true;
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protected override bool AllowWhileHandcuffed => false;
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const float TreatmentDelay = 0.5f;
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const float CloseEnoughToTreat = 100.0f;
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public readonly Character Target;
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveContainItem replaceOxygenObjective;
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private AIObjectiveGetItem getItemObjective;
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private float treatmentTimer;
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private Hull safeHull;
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private float findHullTimer;
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private bool ignoreOxygen;
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private readonly float findHullInterval = 1.0f;
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private bool performedCpr;
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public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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if (targetCharacter == null)
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{
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string errorMsg = $"Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace.CleanupStackTrace();
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DebugConsole.ThrowError(character.Name + ": " + errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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Abandon = true;
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return;
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}
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Target = targetCharacter;
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}
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protected override void OnAbandon()
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{
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character.SelectedCharacter = null;
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base.OnAbandon();
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}
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protected override void OnCompleted()
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{
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character.SelectedCharacter = null;
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base.OnCompleted();
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}
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protected override void Act(float deltaTime)
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{
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if (Target == null || Target.Removed || Target.IsDead)
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{
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Abandon = true;
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return;
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}
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var otherRescuer = Target.SelectedBy;
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if (otherRescuer != null && otherRescuer != character)
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{
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// Someone else is rescuing/holding the target.
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Abandon = otherRescuer.IsPlayer || character.GetSkillLevel("medical") < otherRescuer.GetSkillLevel("medical");
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return;
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}
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if (Target != character)
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{
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if (Target.IsIncapacitated)
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{
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// Check if the character needs more oxygen
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if (!ignoreOxygen && character.SelectedCharacter == Target || character.CanInteractWith(Target))
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{
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// Replace empty oxygen and welding fuel.
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if (HumanAIController.HasItem(Target, Tags.HeavyDivingGear, out IEnumerable<Item> suits, requireEquipped: true))
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{
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Item suit = suits.FirstOrDefault();
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if (suit != null)
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{
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AIController.UnequipEmptyItems(character, suit);
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AIController.UnequipContainedItems(character, suit, it => it.HasTag(Tags.WeldingFuel));
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}
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}
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else if (HumanAIController.HasItem(Target, Tags.LightDivingGear, out IEnumerable<Item> masks, requireEquipped: true))
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{
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Item mask = masks.FirstOrDefault();
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if (mask != null)
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{
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AIController.UnequipEmptyItems(character, mask);
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AIController.UnequipContainedItems(character, mask, it => it.HasTag(Tags.WeldingFuel));
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}
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}
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bool ShouldRemoveDivingSuit() => Target.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && Target.CurrentHull?.LethalPressure <= 0;
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if (ShouldRemoveDivingSuit())
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{
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suits.ForEach(suit => suit.Drop(character));
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}
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else if (suits.Any() && suits.None(s => s.OwnInventory?.AllItems != null && s.OwnInventory.AllItems.Any(it => it.HasTag(Tags.OxygenSource) && it.ConditionPercentage > 0)))
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{
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// The target has a suit equipped with an empty oxygen tank.
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// Can't remove the suit, because the target needs it.
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// If we happen to have an extra oxygen tank in the inventory, let's swap it.
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Item spareOxygenTank = FindOxygenTank(Target) ?? FindOxygenTank(character);
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if (spareOxygenTank != null)
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{
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Item suit = suits.FirstOrDefault();
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if (suit != null)
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{
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// Insert the new oxygen tank
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TryAddSubObjective(ref replaceOxygenObjective, () => new AIObjectiveContainItem(character, spareOxygenTank, suit.GetComponent<ItemContainer>(), objectiveManager),
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onCompleted: () => RemoveSubObjective(ref replaceOxygenObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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ignoreOxygen = true;
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if (ShouldRemoveDivingSuit())
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{
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suits.ForEach(suit => suit.Drop(character));
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}
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});
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return;
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}
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}
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Item FindOxygenTank(Character c) =>
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c.Inventory.FindItem(i =>
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i.HasTag(Tags.OxygenSource) &&
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i.ConditionPercentage > 1 &&
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i.FindParentInventory(inv => inv.Owner is Item otherItem && otherItem.HasTag(Tags.DivingGear)) == null,
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recursive: true);
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}
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}
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if (character.Submarine != null && Target.CurrentHull != null)
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{
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if (HumanAIController.GetHullSafety(Target.CurrentHull, Target) < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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// Incapacitated target is not in a safe place -> Move to a safe place first
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if (character.SelectedCharacter != Target)
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{
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if (HumanAIController.VisibleHulls.Contains(Target.CurrentHull) && Target.CurrentHull.DisplayName != null)
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{
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character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget",
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("[targetname]", Target.Name, FormatCapitals.No),
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("[roomname]", Target.CurrentHull.DisplayName, FormatCapitals.Yes)).Value,
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null, 1.0f, $"foundunconscioustarget{Target.Name}".ToIdentifier(), 60.0f);
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}
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// Go to the target and select it
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if (!character.CanInteractWith(Target))
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(Target, character, objectiveManager)
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{
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CloseEnough = CloseEnoughToTreat,
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DialogueIdentifier = "dialogcannotreachpatient".ToIdentifier(),
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TargetName = Target.DisplayName
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},
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref goToObjective);
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Abandon = true;
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});
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}
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else
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{
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character.SelectCharacter(Target);
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}
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}
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else
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{
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// Drag the character into safety
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if (safeHull == null)
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{
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if (findHullTimer > 0)
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{
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findHullTimer -= deltaTime;
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}
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else
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{
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HullSearchStatus hullSearchStatus = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls);
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if (hullSearchStatus != HullSearchStatus.Finished) { return; }
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safeHull = potentialSafeHull;
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findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
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}
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}
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if (safeHull != null && character.CurrentHull != safeHull)
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref goToObjective);
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safeHull = character.CurrentHull;
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});
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}
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}
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}
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}
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}
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}
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if (subObjectives.Any()) { return; }
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if (Target != character && !character.CanInteractWith(Target))
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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// Go to the target and select it
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(Target, character, objectiveManager)
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{
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CloseEnough = CloseEnoughToTreat,
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DialogueIdentifier = "dialogcannotreachpatient".ToIdentifier(),
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TargetName = Target.DisplayName
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},
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref goToObjective);
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Abandon = true;
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});
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}
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else
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{
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// We can start applying treatment
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if (character != Target && character.SelectedCharacter != Target)
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{
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if (Target.CurrentHull?.DisplayName != null)
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{
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character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget",
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("[targetname]", Target.Name, FormatCapitals.No),
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("[roomname]", Target.CurrentHull.DisplayName, FormatCapitals.Yes)).Value,
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null, 1.0f, $"foundwoundedtarget{Target.Name}".ToIdentifier(), 60.0f);
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}
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}
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GiveTreatment(deltaTime);
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}
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}
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private readonly List<Identifier> suitableItemIdentifiers = new List<Identifier>();
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private readonly List<LocalizedString> itemNameList = new List<LocalizedString>();
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private readonly Dictionary<Identifier, float> currentTreatmentSuitabilities = new Dictionary<Identifier, float>();
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private void GiveTreatment(float deltaTime)
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{
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if (Target == null)
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{
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string errorMsg = $"{character.Name}: Attempted to update a Rescue objective with no target!";
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DebugConsole.ThrowError(errorMsg);
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Abandon = true;
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return;
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}
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SteeringManager.Reset();
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if (!Target.IsPlayer)
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{
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// If the target is a bot, don't let it move
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Target.AIController?.SteeringManager?.Reset();
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}
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if (treatmentTimer > 0.0f)
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{
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treatmentTimer -= deltaTime;
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return;
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}
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treatmentTimer = TreatmentDelay;
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float cprSuitability = Target.Oxygen < 0.0f ? -Target.Oxygen * 100.0f : 0.0f;
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float bestSuitability = 0.0f;
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Item bestItem = null;
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Affliction afflictionToTreat = null;
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foreach (Affliction affliction in GetSortedAfflictions(Target))
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{
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//find which treatments are the most suitable to treat the character's current condition
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Target.CharacterHealth.GetSuitableTreatments(
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currentTreatmentSuitabilities,
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limb: Target.CharacterHealth.GetAfflictionLimb(affliction),
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user: character,
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predictFutureDuration: 10.0f);
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foreach (KeyValuePair<Identifier, float> treatmentSuitability in currentTreatmentSuitabilities)
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{
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float thisSuitability = currentTreatmentSuitabilities[treatmentSuitability.Key];
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if (thisSuitability <= 0) { continue; }
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Item matchingItem = FindMedicalItem(character.Inventory, treatmentSuitability.Key);
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//allow taking items from the target's inventory too if the target is unconscious
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if (matchingItem == null && Target.IsIncapacitated)
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{
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matchingItem = FindMedicalItem(Target.Inventory, treatmentSuitability.Key);
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}
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if (matchingItem == null) { continue; }
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//also check how suitable the treatment is for the specific affliction we're now checking
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//we don't want to e.g. give fentanyl for oxygen low just because the character has burns on other limbs
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//that would also be healed by it!
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float suitabilityForThisAffliction = affliction.Prefab.GetTreatmentSuitability(matchingItem);
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float totalSuitability = thisSuitability * suitabilityForThisAffliction;
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if (matchingItem != null && totalSuitability > bestSuitability)
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{
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bestItem = matchingItem;
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afflictionToTreat = affliction;
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bestSuitability = totalSuitability;
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}
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}
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}
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if (bestItem != null && bestSuitability > cprSuitability)
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{
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if (Target != character) { character.SelectCharacter(Target); }
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ApplyTreatment(afflictionToTreat, bestItem);
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//wait a bit longer after applying a treatment to wait for potential side-effects to manifest
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treatmentTimer = TreatmentDelay * 4;
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return;
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}
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// Find treatments outside of own inventory only if inside the own sub.
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if (character.Submarine != null && character.Submarine.TeamID == character.TeamID)
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{
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//get "overall" suitability for no specific limb at this point
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Target.CharacterHealth.GetSuitableTreatments(
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currentTreatmentSuitabilities, user: character, predictFutureDuration: 10.0f);
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//didn't have any suitable treatments available, try to find some medical items
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if (currentTreatmentSuitabilities.Any(s => s.Value > cprSuitability))
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{
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itemNameList.Clear();
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suitableItemIdentifiers.Clear();
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foreach (KeyValuePair<Identifier, float> treatmentSuitability in currentTreatmentSuitabilities.OrderByDescending(s => s.Value))
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{
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if (treatmentSuitability.Value <= cprSuitability) { continue; }
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if (ItemPrefab.Prefabs.TryGet(treatmentSuitability.Key, out ItemPrefab itemPrefab))
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{
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if (Item.ItemList.None(it => it.Prefab.Identifier == treatmentSuitability.Key)) { continue; }
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suitableItemIdentifiers.Add(itemPrefab.Identifier);
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//only list the first 4 items
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if (itemNameList.Count < 4)
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{
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itemNameList.Add(itemPrefab.Name);
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}
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}
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}
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if (itemNameList.Any())
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{
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LocalizedString itemListStr = "";
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if (itemNameList.Count == 1)
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{
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itemListStr = itemNameList[0];
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}
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else if (itemNameList.Count == 2)
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{
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//[treatment1] or [treatment2]
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itemListStr = TextManager.GetWithVariables(
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"DialogRequiredTreatmentOptionsLast",
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("[treatment1]", itemNameList[0]),
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("[treatment2]", itemNameList[1]));
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}
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else
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{
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//[treatment1], [treatment2], [treatment3] ... or [treatmentx]
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itemListStr = TextManager.GetWithVariables(
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"DialogRequiredTreatmentOptionsFirst",
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("[treatment1]", itemNameList[0]),
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("[treatment2]", itemNameList[1]));
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for (int i = 2; i < itemNameList.Count - 1; i++)
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{
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itemListStr = TextManager.GetWithVariables(
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"DialogRequiredTreatmentOptionsFirst",
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("[treatment1]", itemListStr),
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("[treatment2]", itemNameList[i]));
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}
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itemListStr = TextManager.GetWithVariables(
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"DialogRequiredTreatmentOptionsLast",
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("[treatment1]", itemListStr),
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("[treatment2]", itemNameList.Last()));
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}
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if (Target != character && character.IsOnPlayerTeam)
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{
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character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments",
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("[targetname]", Target.Name, FormatCapitals.No),
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("[treatmentlist]", itemListStr, FormatCapitals.Yes)).Value,
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null, 2.0f, $"listrequiredtreatments{Target.Name}".ToIdentifier(), 60.0f);
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}
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RemoveSubObjective(ref getItemObjective);
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TryAddSubObjective(ref getItemObjective,
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constructor: () => new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
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onCompleted: () => RemoveSubObjective(ref getItemObjective),
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onAbandon: () =>
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{
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Abandon = true;
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if (character.IsOnPlayerTeam)
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{
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SpeakCannotTreat();
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}
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});
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}
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else if (cprSuitability <= 0)
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{
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Abandon = true;
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SpeakCannotTreat();
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}
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}
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}
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else if (!Target.IsUnconscious)
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{
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Abandon = true;
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//no suitable treatments found, not inside our own sub (= can't search for more treatments), the target isn't unconscious (= can't give CPR)
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SpeakCannotTreat();
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return;
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}
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if (character != Target)
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{
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if (cprSuitability > 0.0f)
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{
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character.SelectCharacter(Target);
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character.AnimController.Anim = AnimController.Animation.CPR;
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performedCpr = true;
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}
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else
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{
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character.DeselectCharacter();
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}
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}
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}
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public static Item FindMedicalItem(Inventory inventory, Identifier itemIdentifier)
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{
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return FindMedicalItem(inventory, it => it.Prefab.Identifier == itemIdentifier);
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}
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public static Item FindMedicalItem(Inventory inventory, Func<Item, bool> predicate)
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{
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if (inventory == null) { return null; }
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//prefer items not in a container
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Item match = inventory.FindItem(predicate, recursive: false);
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if (match != null) { return match; }
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//start from the inventories with most slots
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//= prefer taking items from things like toolbelts or doctor's uniforms, as opposed to e.g. autoinjectors which tend to have one or two slots
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foreach (var potentialContainer in inventory.AllItems.OrderByDescending(it => it.OwnInventory?.Capacity ?? -1))
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{
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match = potentialContainer.OwnInventory?.FindItem(predicate, recursive: true);
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if (match != null) { return match; }
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}
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return null;
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}
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private void SpeakCannotTreat()
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{
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LocalizedString msg = character == Target ?
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TextManager.Get("dialogcannottreatself") :
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TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", Target.DisplayName, FormatCapitals.No);
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character.Speak(msg.Value, identifier: "cannottreatpatient".ToIdentifier(), minDurationBetweenSimilar: 20.0f);
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}
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private void ApplyTreatment(Affliction affliction, Item item)
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{
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item.ApplyTreatment(character, Target, Target.CharacterHealth.GetAfflictionLimb(affliction));
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}
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protected override bool CheckObjectiveSpecific()
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{
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bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(Target) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, Target);
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if (isCompleted && Target != character && character.IsOnPlayerTeam)
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{
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string textTag = performedCpr ? "DialogTargetResuscitated" : "DialogTargetHealed";
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string message = TextManager.GetWithVariable(textTag, "[targetname]", Target.Name)?.Value;
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character.Speak(message, delay: 1.0f, identifier: $"targethealed{Target.Name}".ToIdentifier(), minDurationBetweenSimilar: 60.0f);
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}
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return isCompleted;
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}
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protected override float GetPriority()
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{
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if (Target == null) { Abandon = true; }
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if (!IsAllowed) { HandleDisallowed(); }
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if (Abandon)
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{
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return Priority;
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}
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if (character.CurrentHull != null)
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{
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if (Character.CharacterList.Any(c => c.CurrentHull == Target.CurrentHull && !HumanAIController.IsFriendly(character, c) && HumanAIController.IsActive(c)))
|
|
{
|
|
// Don't go into rooms that have enemies
|
|
Priority = 0;
|
|
Abandon = true;
|
|
return Priority;
|
|
}
|
|
}
|
|
float horizontalDistance = Math.Abs(character.WorldPosition.X - Target.WorldPosition.X);
|
|
float verticalDistance = Math.Abs(character.WorldPosition.Y - Target.WorldPosition.Y);
|
|
if (character.Submarine?.Info is { IsRuin: false })
|
|
{
|
|
verticalDistance *= 2;
|
|
}
|
|
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, horizontalDistance + verticalDistance));
|
|
if (character.CurrentHull != null && Target.CurrentHull == character.CurrentHull)
|
|
{
|
|
distanceFactor = 1;
|
|
}
|
|
float vitalityFactor = 1 - AIObjectiveRescueAll.GetVitalityFactor(Target) / 100;
|
|
float devotion = CumulatedDevotion / 100;
|
|
Priority = MathHelper.Lerp(0, AIObjectiveManager.EmergencyObjectivePriority, MathHelper.Clamp(devotion + (vitalityFactor * distanceFactor * PriorityModifier), 0, 1));
|
|
return Priority;
|
|
}
|
|
|
|
public static IEnumerable<Affliction> GetSortedAfflictions(Character character, bool excludeBuffs = true) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions(), excludeBuffs);
|
|
|
|
public override void Reset()
|
|
{
|
|
base.Reset();
|
|
goToObjective = null;
|
|
getItemObjective = null;
|
|
replaceOxygenObjective = null;
|
|
safeHull = null;
|
|
ignoreOxygen = false;
|
|
character.SelectedCharacter = null;
|
|
}
|
|
|
|
public override void OnDeselected()
|
|
{
|
|
base.OnDeselected();
|
|
character.DeselectCharacter();
|
|
}
|
|
}
|
|
}
|