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

@@ -10,20 +10,26 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
public GridCoordinates TargetGrid => _target.Transform.GridPosition;
public IEntity Target => _target;
private IEntity _target;
/// <inheritdoc />
public float ArrivalDistance { get; }
/// <inheritdoc />
public float PathfindingProximity { get; }
/// <summary>
/// How far the target can move before we re-path
/// How far the target can move before we re-path
/// </summary>
public float TargetMaxMove { get; } = 1.5f;
/// <summary>
/// If we need LOS on the entity first before interaction
/// </summary>
/// <inheritdoc />
public bool RequiresInRangeUnobstructed { get; }
/// <summary>
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
/// </summary>
public float TimeUntilInteractionCheck { get; set; }
public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
{
_target = target;