AI pickup changes (#1811)

* AI pickup changes

Eating and drinking isn't spammed anymore.
AI can do InRangeUnobstructed checks for item pickups.
AI can open drink cans.

AI littering to be coded.

* #nullable enable

* github's nullable fails are actively shortening my lifespan

* Use a const instead

So it's easier to find given the performance implications.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-08-22 20:03:24 +10:00
committed by GitHub
parent b3156e9934
commit 72e50cce94
21 changed files with 233 additions and 41 deletions

View File

@@ -0,0 +1,46 @@
#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// Will find the item in storage, put it in an active hand, then use it
/// </summary>
public class UseItemInInventoryOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
public UseItemInInventoryOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
// TODO: Also have this check storage a la backpack etc.
if (!_owner.TryGetComponent(out HandsComponent handsComponent))
{
return Outcome.Failed;
}
if (!_target.TryGetComponent(out ItemComponent itemComponent))
{
return Outcome.Failed;
}
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
handsComponent.ActivateItem();
return Outcome.Success;
}
return Outcome.Failed;
}
}
}