Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerOperateWeapons.cs
2022-02-26 02:43:01 +09:00

48 lines
1.9 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class ShipIssueWorkerOperateWeapons : ShipIssueWorkerItem
{
public override float RedundantIssueModifier => 0.65f;
private readonly List<float> targetingImportances = new List<float>();
public override bool AllowEasySwitching => true;
public ShipIssueWorkerOperateWeapons(ShipCommandManager shipCommandManager, Order order) : base(shipCommandManager, order) { }
float GetTargetingImportance(Entity entity)
{
float currentDistanceToEnemy = Vector2.Distance(entity.WorldPosition, TargetItem.WorldPosition);
return MathHelper.Clamp(100 - (currentDistanceToEnemy / 100f), MinImportance, MaxImportance);
}
public override void CalculateImportanceSpecific()
{
if (TargetItemComponent is Turret turret && !turret.HasPowerToShoot())
{
//operate (= recharge the turrets) with low priority if they're out of power
//if something else (issues with reactor or the electrical grid) is preventing them from being charged, fixing those issues should take priority
Importance = ShipCommandManager.MinimumIssueThreshold * 1.05f;
return;
}
targetingImportances.Clear();
foreach (Character character in shipCommandManager.EnemyCharacters)
{
targetingImportances.Add(GetTargetingImportance(character));
}
// there should maybe be additional logic for targeting and destroying spires, because they currently cause some issues with pathing
if (targetingImportances.Any(i => i > 0))
{
targetingImportances.Sort();
Importance = targetingImportances.TakeLast(3).Sum();
}
}
}
}