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 Content.Server.AI.Operators.Sequences;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Containers;
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using Content.Server.AI.Utility.Considerations.Hands;
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using Content.Server.AI.Utility.Considerations.Movement;
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using Content.Server.AI.Utility.Considerations.Nutrition;
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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;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Nutrition.Food
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{
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public sealed class PickUpFood : UtilityAction
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{
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private IEntity _entity;
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public PickUpFood(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence;
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}
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protected override Consideration[] Considerations => new Consideration[]
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{
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new TargetAccessibleCon(
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new BoolCurve()),
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new FreeHandCon(
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new BoolCurve()),
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new HungerCon(
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new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
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new DistanceCon(
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new QuadraticCurve(1.0f, 1.0f, 0.02f, 0.0f)),
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new FoodValueCon(
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new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
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};
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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}
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}
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