Exemple #1
0
        protected override float TargetEvaluation()
        {
            int totalLeaks = Targets.Count();

            if (totalLeaks == 0)
            {
                return(0);
            }
            int  otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective <AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
            bool anyFixers   = otherFixers > 0;

            if (objectiveManager.IsOrder(this))
            {
                float ratio = anyFixers ? totalLeaks / (float)otherFixers : 1;
                return(Targets.Sum(t => GetLeakSeverity(t)) * ratio);
            }
            else
            {
                int   secondaryLeaks = Targets.Count(l => l.IsRoomToRoom);
                int   leaks          = totalLeaks - secondaryLeaks;
                float ratio          = leaks == 0 ? 1 : anyFixers ? leaks / otherFixers : 1;
                if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
                {
                    // Enough fixers
                    return(0);
                }
                return(Targets.Sum(t => GetLeakSeverity(t)) * ratio);
            }
        }
        protected override float TargetEvaluation()
        {
            if (character.SelectedConstruction != null && Targets.Any(t => character.SelectedConstruction == t && t.ConditionPercentage < 100))
            {
                // Don't stop fixing until done
                return(100);
            }
            int   otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective <AIObjectiveRepairItems>() && !c.Character.IsIncapacitated, onlyBots: true);
            int   items       = Targets.Count;
            bool  anyFixers   = otherFixers > 0;
            float ratio       = anyFixers ? items / (float)otherFixers : 1;

            if (objectiveManager.CurrentOrder == this)
            {
                return(Targets.Sum(t => 100 - t.ConditionPercentage) * ratio);
            }
            else
            {
                if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
                {
                    // Enough fixers
                    return(0);
                }
                if (RequireAdequateSkills)
                {
                    return(Targets.Sum(t => GetTargetPriority(t, character, RequiredSuccessFactor)) * ratio);
                }
                else
                {
                    return(Targets.Sum(t => 100 - t.ConditionPercentage) * ratio);
                }
            }
        }
Exemple #3
0
        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);
            }
        }