using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.AI.Utility.Considerations.Containers
{
///
/// Returns 1.0f if the item is freely accessible (e.g. in storage we can open, on ground, etc.)
/// This can be expensive so consider using this last for the considerations
///
public sealed class TargetAccessibleCon : Consideration
{
protected override float GetScore(Blackboard context)
{
var target = context.GetState().GetValue();
if (target == null)
{
return 0.0f;
}
if (target.TryGetContainer(out var container))
{
if (container.Owner.TryGetComponent(out EntityStorageComponent storageComponent))
{
if (storageComponent.IsWeldedShut && !storageComponent.Open)
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
return 0.0f;
}
}
var owner = context.GetState().GetValue();
return EntitySystem.Get().CanAccess(owner, target, SharedInteractionSystem.InteractionRange) ? 1.0f : 0.0f;
}
}
}