public static float GetHullSafety(Hull hull, Character character)
        {
            if (hull == null)
            {
                return(0.0f);
            }

            float safety = 100.0f;

            float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;

            if (hull.LethalPressure > 0.0f && character.PressureProtection <= 0.0f)
            {
                safety -= 100.0f;
            }
            else if (character.OxygenAvailable <= 0.0f)
            {
                safety -= waterPercentage;
            }
            else
            {
                safety -= waterPercentage * 0.1f;
            }

            if (hull.OxygenPercentage < 30.0f)
            {
                safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
            }

            if (safety <= 0.0f)
            {
                return(0.0f);
            }

            float fireAmount  = 0.0f;
            var   nearbyHulls = hull.GetConnectedHulls(3);

            foreach (Hull hull2 in nearbyHulls)
            {
                foreach (FireSource fireSource in hull2.FireSources)
                {
                    //increase priority if almost within damage range of a fire
                    if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
                        character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
                        character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
                        character.Position.Y < hull2.Rect.Y)
                    {
                        fireAmount += Math.Max(fireSource.Size.X, 50.0f);
                    }
                }
            }
            safety -= fireAmount;

            return(MathHelper.Clamp(safety, 0.0f, 100.0f));
        }
        private static float GetHullSafety(Hull hull, Character character)
        {
            if (hull == null)
            {
                return(0.0f);
            }

            float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
            float fireAmount      = 0.0f;

            var nearbyHulls = hull.GetConnectedHulls(3);

            foreach (Hull hull2 in nearbyHulls)
            {
                foreach (FireSource fireSource in hull2.FireSources)
                {
                    //increase priority if almost within damage range of a fire
                    if (character.Position.X > fireSource.Position.X - fireSource.DamageRange * 2 &&
                        character.Position.X < fireSource.Position.X + fireSource.Size.X + fireSource.DamageRange * 2 &&
                        character.Position.Y > hull2.Rect.Y - hull2.Rect.Height &&
                        character.Position.Y < hull2.Rect.Y)
                    {
                        fireAmount += Math.Max(fireSource.Size.X, 50.0f);
                    }
                }
            }

            float safety = 100.0f - fireAmount;

            if (waterPercentage > 30.0f && character.OxygenAvailable <= 0.0f)
            {
                safety -= waterPercentage;
            }
            if (hull.OxygenPercentage < 30.0f)
            {
                safety -= (30.0f - hull.OxygenPercentage) * 5.0f;
            }

            return(safety);
        }