using System.Collections.Generic; using Content.Server.AI.Utility.Actions; using Content.Server.AI.WorldState; namespace Content.Server.AI.Utility.ExpandableActions { /// /// Expands into multiple separate utility actions for consideration, e.g. 5 nearby weapons 5 different actions /// Ideally you would use the cached states for this /// public abstract class ExpandableUtilityAction : IAiUtility { public abstract float Bonus { get; } // e.g. you may have a "PickupFood" action for all nearby food sources if you have the "Hungry" BehaviorSet. public abstract IEnumerable GetActions(Blackboard context); } }