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