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);
}
}