using System; using System.Collections.Generic; using Content.Server.AI.Operators; using Content.Server.AI.Operators.Combat.Melee; using Content.Server.AI.Operators.Movement; using Content.Server.AI.Utility.Considerations; using Content.Server.AI.Utility.Considerations.Combat; using Content.Server.AI.Utility.Considerations.Combat.Melee; using Content.Server.AI.Utility.Considerations.Containers; using Content.Server.AI.Utility.Considerations.Movement; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Server.AI.WorldState.States.Combat; using Content.Server.AI.WorldState.States.Movement; using Content.Server.GameObjects.Components.Weapon.Melee; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Actions.Combat.Melee { public sealed class UnarmedAttackEntity : UtilityAction { private IEntity _entity; public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner) { _entity = entity; Bonus = weight; } public override void SetupOperators(Blackboard context) { MoveToEntityOperator moveOperator; if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent)) { moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f); } // I think it's possible for this to happen given planning is time-sliced? // TODO: At this point we should abort else { moveOperator = new MoveToEntityOperator(Owner, _entity); } ActionOperators = new Queue(new AiOperator[] { moveOperator, new UnarmedCombatOperator(Owner, _entity), }); } protected override void UpdateBlackboard(Blackboard context) { base.UpdateBlackboard(context); context.GetState().SetValue(_entity); context.GetState().SetValue(_entity); // Can just set ourselves as entity given unarmed just inherits from meleeweapon context.GetState().SetValue(Owner); } protected override IReadOnlyCollection> GetConsiderations(Blackboard context) { var considerationsManager = IoCManager.Resolve(); return new[] { considerationsManager.Get() .BoolCurve(context), considerationsManager.Get() .InverseBoolCurve(context), considerationsManager.Get() .QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f), considerationsManager.Get() .QuadraticCurve(context, -1.0f, 1.0f, 1.02f, 0.0f), considerationsManager.Get() .QuadraticCurve(context, 1.0f, 0.4f, 0.0f, -0.02f), considerationsManager.Get() .BoolCurve(context), // TODO: Consider our Speed and Damage to compare this to using a weapon // Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now) }; } } }