using Robust.Shared.Map;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Ranged;
///
/// Selects a target for ranged combat.
///
public sealed class PickRangedTargetOperator : NPCCombatOperator
{
protected override float GetRating(NPCBlackboard blackboard, EntityUid uid, EntityUid existingTarget, bool canMove, EntityQuery xformQuery)
{
var ourCoordinates = blackboard.GetValueOrDefault(NPCBlackboard.OwnerCoordinates);
if (!xformQuery.TryGetComponent(uid, out var targetXform))
return -1f;
var targetCoordinates = targetXform.Coordinates;
if (!ourCoordinates.TryDistance(EntManager, targetCoordinates, out var distance))
return -1f;
// TODO: Uhh make this better with penetration or something.
var inLOS = Interaction.InRangeUnobstructed(blackboard.GetValue(NPCBlackboard.Owner),
uid, distance + 0.1f);
if (!canMove && !inLOS)
return -1f;
// Yeah look I just came up with values that seemed okay but they will need a lot of tweaking.
// Having a debug overlay just to project these would be very useful when finetuning in future.
var rating = 0f;
if (inLOS)
rating += 4f;
if (existingTarget == uid)
{
rating += 2f;
}
rating += 1f / distance * 4f;
return rating;
}
}