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