71 lines
3.1 KiB
C#
71 lines
3.1 KiB
C#
using Barotrauma.Items.Components;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
class ShipIssueWorkerOperateWeapons : ShipIssueWorkerItem
|
|
{
|
|
public override float RedundantIssueModifier => 0.8f;
|
|
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);
|
|
if (currentDistanceToEnemy > Sonar.DefaultSonarRange) { return 0.0f; }
|
|
float importance = MathHelper.Clamp(100 - (currentDistanceToEnemy / 100f), MaxImportance * 0.1f, MaxImportance * 0.5f);
|
|
if (TargetItem.Submarine != null && importance > 0.0f)
|
|
{
|
|
if (TargetItemComponent is Turret turret)
|
|
{
|
|
if (!turret.IsWithinAimingRadius(entity.WorldPosition))
|
|
{
|
|
importance *= 0.1f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector2 dir = entity.WorldPosition - TargetItem.WorldPosition;
|
|
Vector2 submarineDir = TargetItem.WorldPosition - TargetItem.Submarine.WorldPosition;
|
|
if (Vector2.Dot(dir, submarineDir) < 0)
|
|
{
|
|
//direction from the weapon to the target is opposite to the direction from the sub to the weapon
|
|
// = the turret is most likely on the wrong side of the sub, reduce importance
|
|
importance *= 0.1f;
|
|
}
|
|
}
|
|
|
|
}
|
|
return importance;
|
|
}
|
|
|
|
public override void CalculateImportanceSpecific()
|
|
{
|
|
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 = Math.Max(targetingImportances.TakeLast(3).Sum(), ShipCommandManager.MinimumIssueThreshold);
|
|
}
|
|
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 = Math.Max(ShipCommandManager.MinimumIssueThreshold / RedundantIssueModifier, Importance);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|