Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveRescureAll.cs

51 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveRescueAll : AIObjective
{
private List<Character> rescueTargets;
public AIObjectiveRescueAll(Character character)
: base (character, "")
{
rescueTargets = new List<Character>();
}
public override bool IsDuplicate(AIObjective otherObjective)
{
return true;
}
public override float GetPriority(Character character)
{
GetRescueTargets();
//if there are targets to rescue, the priority is slightly less
//than the priority of explicit orders given to the character
return rescueTargets.Any() ? AIObjectiveManager.OrderPriority - 5.0f : 0.0f;
}
private void GetRescueTargets()
{
rescueTargets = Character.CharacterList.FindAll(c =>
c.AIController is HumanAIController &&
c != character &&
(c.IsDead || c.IsUnconscious) &&
c.AnimController.CurrentHull != null &&
AIObjectiveFindSafety.GetHullSafety(c.AnimController.CurrentHull, c) < 50.0f);
}
protected override void Act(float deltaTime)
{
foreach (Character target in rescueTargets)
{
AddSubObjective(new AIObjectiveRescue(character, target));
}
}
}
}