Refactor AI movement (#1222)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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public sealed class EntityTargetSteeringRequest : IAiSteeringRequest
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{
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public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
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public MapCoordinates TargetMap => _target.Transform.MapPosition;
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public GridCoordinates TargetGrid => _target.Transform.GridPosition;
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public IEntity Target => _target;
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private IEntity _target;
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/// <inheritdoc />
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public float ArrivalDistance { get; }
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/// <inheritdoc />
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public float PathfindingProximity { get; }
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/// <summary>
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/// How far the target can move before we re-path
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/// </summary>
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public float TargetMaxMove { get; } = 1.5f;
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/// <summary>
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/// If we need LOS on the entity first before interaction
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/// </summary>
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public bool RequiresInRangeUnobstructed { get; }
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public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
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{
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_target = target;
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ArrivalDistance = arrivalDistance;
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PathfindingProximity = pathfindingProximity;
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RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
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}
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}
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}
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