Looking for someone to implement a EQS / Cover System for existing Ranged TPS AI

Looking for someone to implement EQS / Cover System

I have the System that the AI is taking cover and shooting in cover implemented - however Im looking for someone that can implement an EQS System so the AI will make smarter decisions on where to hide.

Basically I need:

at start of fight ( set combat status is already implemented ) = seek nearest best cover option
if range to player <float = find new best Cover Option AI is ranged and should run away to the next best cover option if Player gets to close ]

If you’re interested please send your Budget Proposal to