Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerRepairSystems.cs
Joonas Rikkonen c27e2ea5ab v0.14.6.0
2021-06-17 17:58:09 +03:00

42 lines
2.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class ShipGlobalIssueRepairSystems : ShipGlobalIssue
{
readonly List<Item> itemsNeedingRepair = new List<Item>();
public ShipGlobalIssueRepairSystems(ShipCommandManager shipCommandManager) : base(shipCommandManager) { }
public override void CalculateGlobalIssue()
{
itemsNeedingRepair.Clear();
foreach (Item item in shipCommandManager.CommandedSubmarine.GetItems(true))
{
if (!AIObjectiveRepairItems.ViableForRepair(item, shipCommandManager.character, shipCommandManager.character.AIController as HumanAIController)) { continue; }
if (AIObjectiveRepairItems.NearlyFullCondition(item)) { continue; }
itemsNeedingRepair.Add(item);
// merged this logic with AIObjectiveRepairItems
}
if (itemsNeedingRepair.Any())
{
itemsNeedingRepair.Sort((x, y) => y.ConditionPercentage.CompareTo(x.ConditionPercentage));
float modifiedPercentage = itemsNeedingRepair.TakeLast(3).Average(x => x.ConditionPercentage) * 0.6f + itemsNeedingRepair.TakeLast(10).Average(x => x.ConditionPercentage) * 0.4f;
// calculate a modified percentage with the most damaged items, with 60% the weight given to the top 3 damaged and the remaining given to top 10
GlobalImportance = 100 - modifiedPercentage;
}
// this system works reasonably well, though it could give extra importance to repairing critical items like reactors and junction boxes
}
}
class ShipIssueWorkerRepairSystems : ShipIssueWorkerGlobal // this class could be removed, but it might need special behavior later
{
public ShipIssueWorkerRepairSystems(ShipCommandManager shipCommandManager, Order order, ShipGlobalIssueRepairSystems shipGlobalIssueRepairSystems) : base(shipCommandManager, order, shipGlobalIssueRepairSystems)
{
}
}
}