using Content.Server.AI.Components; using Content.Server.AI.EntitySystems; using Content.Server.AI.Utility.Actions; using Content.Server.AI.Utility.Actions.Combat.Melee; using Content.Server.AI.Utility.Considerations; using Content.Server.AI.Utility.Considerations.Combat.Melee; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee { public sealed class MeleeAttackNearbyExp : ExpandableUtilityAction { public override float Bonus => UtilityAction.CombatBonus; protected override IEnumerable> GetCommonConsiderations(Blackboard context) { var considerationsManager = IoCManager.Resolve(); return new[] { considerationsManager.Get() .BoolCurve(context), }; } public override IEnumerable GetActions(Blackboard context) { var owner = context.GetState().GetValue(); if (!IoCManager.Resolve().TryGetComponent(owner, out NPCComponent? controller)) { throw new InvalidOperationException(); } foreach (var target in EntitySystem.Get() .GetNearbyHostiles(owner, controller.VisionRadius)) { yield return new MeleeWeaponAttackEntity {Owner = owner, Target = target, Bonus = Bonus}; } } } }