using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public sealed class EntityTargetSteeringRequest : IAiSteeringRequest
{
public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
public MapCoordinates TargetMap => _target.Transform.MapPosition;
public EntityCoordinates TargetGrid => _target.Transform.Coordinates;
public IEntity Target => _target;
private readonly IEntity _target;
///
public float ArrivalDistance { get; }
///
public float PathfindingProximity { get; }
///
/// How far the target can move before we re-path
///
public float TargetMaxMove { get; } = 1.5f;
///
public bool RequiresInRangeUnobstructed { get; }
///
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
///
public float TimeUntilInteractionCheck { get; set; }
public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
{
_target = target;
ArrivalDistance = arrivalDistance;
PathfindingProximity = pathfindingProximity;
RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
}
}
}