Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Movement;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Movement;
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using Content.Server.AI.Utility.Considerations.State;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Idle
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{
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/// <summary>
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/// If we just picked up a bunch of stuff and have time then close it
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/// </summary>
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public sealed class CloseLastEntityStorage : UtilityAction
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{
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public override float Bonus => 1.5f;
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public CloseLastEntityStorage(IEntity owner) : base(owner) {}
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protected override Consideration[] Considerations => new Consideration[]
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{
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new StoredStateIsNullCon<LastOpenedStorageState, IEntity>(
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new InverseBoolCurve()),
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new DistanceCon(
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new QuadraticCurve(1.0f, 1.0f, 0.02f, 0.0f)),
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};
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public override void SetupOperators(Blackboard context)
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{
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var lastStorage = context.GetState<LastOpenedStorageState>().GetValue();
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new MoveToEntityOperator(Owner, lastStorage),
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new CloseLastStorageOperator(Owner),
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});
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}
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}
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}
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