217 lines
6.7 KiB
GDScript
217 lines
6.7 KiB
GDScript
class_name ActionTargetResolver
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extends RefCounted
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var last_resource_query_stats: Dictionary = {}
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func resolve(
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npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
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) -> Dictionary:
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var definition := SimulationDefinitions.get_action(npc.current_task)
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if definition == null:
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return {}
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match definition.target_type:
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SimulationIds.TARGET_RESOURCE:
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return _resolve_resource(
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npc, origin, definition, simulation_manager, active_world_adapter
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)
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SimulationIds.TARGET_ACTIVITY:
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return _resolve_activity(npc, origin, simulation_manager, active_world_adapter)
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SimulationIds.TARGET_FREE:
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return {
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"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
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}
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return {}
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func _resolve_resource(
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npc: SimNPC,
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origin: Vector3,
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definition: ActionDefinition,
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simulation_manager: Node,
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active_world_adapter: Node
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) -> Dictionary:
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last_resource_query_stats = {}
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if (
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active_world_adapter.has_method("get_resource_candidates_in_radius")
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and active_world_adapter.has_method("get_resource_query_profile")
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):
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return _resolve_resource_spatial(
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npc, origin, definition, simulation_manager, active_world_adapter
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)
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return _resolve_resource_linear(
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npc, origin, definition, simulation_manager, active_world_adapter
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)
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func _resolve_resource_linear(
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npc: SimNPC,
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origin: Vector3,
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definition: ActionDefinition,
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simulation_manager: Node,
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active_world_adapter: Node
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) -> Dictionary:
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var best: Dictionary = {}
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var best_score := INF
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var candidates: Array[Dictionary] = active_world_adapter.get_resource_candidates(
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definition.resource_action_id
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)
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for candidate in candidates:
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var node_id := StringName(candidate["target_id"])
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var state: ResourceStateRecord = simulation_manager.get_resource_state(node_id)
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if state == null or not state.can_npc_use() or not state.is_available_for(npc.id):
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continue
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var position: Vector3 = candidate["position"]
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var score := score_resource_candidate(npc, origin, position, state)
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if score < best_score:
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best_score = score
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best = candidate
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last_resource_query_stats = {
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"mode": "linear",
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"loaded_candidate_count": candidates.size(),
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"candidates_inspected": candidates.size(),
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"range_pass_count": 1,
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}
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return _reserve_resource_candidate(best, npc, simulation_manager)
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func _resolve_resource_spatial(
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npc: SimNPC,
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origin: Vector3,
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definition: ActionDefinition,
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simulation_manager: Node,
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active_world_adapter: Node
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) -> Dictionary:
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var profile: Dictionary = active_world_adapter.get_resource_query_profile(
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definition.resource_action_id, origin
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)
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var loaded_count := int(profile.get("candidate_count", 0))
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if loaded_count == 0:
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last_resource_query_stats = {
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"mode": "spatial",
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"loaded_candidate_count": 0,
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"candidates_inspected": 0,
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"range_pass_count": 0,
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}
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return {}
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var best: Dictionary = {}
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var best_score := INF
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var best_registration_order := 9223372036854775807
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var maximum_distance := maxf(float(profile["max_distance"]), 0.0)
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var radius := minf(maxf(float(profile["initial_radius"]), 0.1), maximum_distance)
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var previous_radius := -1.0
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var candidates_inspected := 0
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var range_pass_count := 0
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while true:
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var candidates: Array[Dictionary] = active_world_adapter.get_resource_candidates_in_radius(
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definition.resource_action_id, origin, radius, previous_radius
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)
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range_pass_count += 1
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candidates_inspected += candidates.size()
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for candidate in candidates:
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var node_id := StringName(candidate["target_id"])
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var state: ResourceStateRecord = simulation_manager.get_resource_state(node_id)
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if state == null or not state.can_npc_use() or not state.is_available_for(npc.id):
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continue
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var position: Vector3 = candidate["position"]
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var score := score_resource_candidate(npc, origin, position, state)
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var registration_order := int(candidate["registration_order"])
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if (
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score < best_score
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or (score == best_score and registration_order < best_registration_order)
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):
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best_score = score
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best_registration_order = registration_order
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best = candidate
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if radius >= maximum_distance:
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break
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if (
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not best.is_empty()
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and _minimum_resource_score_beyond(npc, radius, profile) > best_score
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):
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break
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previous_radius = radius
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var next_radius := minf(maximum_distance, radius * 2.0)
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if next_radius <= radius:
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break
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radius = next_radius
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last_resource_query_stats = {
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"mode": "spatial",
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"loaded_candidate_count": loaded_count,
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"candidates_inspected": candidates_inspected,
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"range_pass_count": range_pass_count,
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"final_radius": radius,
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}
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return _reserve_resource_candidate(best, npc, simulation_manager)
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func _minimum_resource_score_beyond(npc: SimNPC, radius: float, profile: Dictionary) -> float:
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var comfort_overage := maxf(radius - float(profile["max_comfort_distance"]), 0.0)
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var risk_weight := 20.0 + maxf(100.0 - npc.energy, 0.0) * 0.2
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return (
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radius
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+ comfort_overage * 2.5
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+ float(profile["min_safety_risk"]) * risk_weight
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- float(profile["max_discovery_priority"])
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)
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func _reserve_resource_candidate(
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candidate: Dictionary, npc: SimNPC, simulation_manager: Node
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) -> Dictionary:
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if candidate.is_empty():
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return {}
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var target_id := StringName(candidate["target_id"])
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if not simulation_manager.reserve_resource(target_id, npc.id):
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return {}
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return candidate
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func _resolve_activity(
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npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
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) -> Dictionary:
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if not active_world_adapter.has_method("get_activity_candidates"):
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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var best: Dictionary = {}
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var best_distance := INF
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var candidates: Array[Dictionary] = active_world_adapter.get_activity_candidates(
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npc.current_task
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)
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for candidate in candidates:
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var target_id := StringName(candidate["target_id"])
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var capacity := maxi(int(candidate.get("capacity", 1)), 1)
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if (
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simulation_manager.has_method("get_activity_target_claim_count")
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and simulation_manager.get_activity_target_claim_count(target_id, npc.id) >= capacity
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):
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continue
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var position: Vector3 = candidate["position"]
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var distance := origin.distance_squared_to(position)
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if distance < best_distance:
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best_distance = distance
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best = candidate
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if not best.is_empty():
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return best
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if not candidates.is_empty():
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return {}
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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func score_resource_candidate(
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npc: SimNPC, origin: Vector3, position: Vector3, state: ResourceStateRecord
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) -> float:
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var distance := origin.distance_to(position)
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var comfort_overage := maxf(distance - state.get_comfort_distance(), 0.0)
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var risk_weight := 20.0 + maxf(100.0 - npc.energy, 0.0) * 0.2
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return (
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distance
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+ comfort_overage * 2.5
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+ state.get_safety_risk() * risk_weight
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- state.get_discovery_priority()
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)
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