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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Content.Server/AI/Utility/BehaviorSets/SpirateBehaviorSet.cs
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37
Content.Server/AI/Utility/BehaviorSets/SpirateBehaviorSet.cs
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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using Content.Server.AI.Utility.ExpandableActions.Combat;
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using Content.Server.AI.Utility.ExpandableActions.Combat.Melee;
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using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged;
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using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic;
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using Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.BehaviorSets
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{
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public sealed class SpirateBehaviorSet : BehaviorSet
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{
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public SpirateBehaviorSet(IEntity owner) : base(owner)
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{
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Actions = new IAiUtility[]
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{
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new PickUpRangedExp(),
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// TODO: Reload Ballistic
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new DropEmptyBallisticExp(),
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// TODO: Ideally long-term we should just store the weapons in backpack
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new DropEmptyHitscanExp(),
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new EquipMeleeExp(),
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new EquipBallisticExp(),
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new EquipHitscanExp(),
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new PickUpHitscanFromChargersExp(),
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new ChargeEquippedHitscanExp(),
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new RangedAttackNearbySpeciesExp(),
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new PickUpMeleeWeaponExp(),
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new MeleeAttackNearbySpeciesExp(),
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};
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}
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}
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}
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