AI Reachable system (#1342)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-07-11 23:09:37 +10:00
committed by GitHub
parent 347b4b2893
commit 51d08e8b05
22 changed files with 1337 additions and 80 deletions

View File

@@ -1,13 +1,18 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.AI.Utility.Considerations.Containers
{
/// <summary>
/// Returns 1.0f if the item is freely accessible (e.g. in storage we can open, on ground, etc.)
/// This can be expensive so consider using this last for the considerations
/// </summary>
public sealed class TargetAccessibleCon : Consideration
{
@@ -36,7 +41,9 @@ namespace Content.Server.AI.Utility.Considerations.Containers
}
}
return 1.0f;
var owner = context.GetState<SelfState>().GetValue();
return EntitySystem.Get<AiReachableSystem>().CanAccess(owner, target, SharedInteractionSystem.InteractionRange) ? 1.0f : 0.0f;
}
}
}