using System.Collections.Generic; using Content.Server.AI.Operators; using Content.Server.AI.Operators.Inventory; using Content.Server.AI.Utility.Considerations; using Content.Server.AI.Utility.Considerations.Hands; using Content.Server.AI.Utility.Considerations.Nutrition; using Content.Server.AI.Utility.Curves; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Robust.Shared.Interfaces.GameObjects; namespace Content.Server.AI.Utility.Actions.Nutrition.Food { public sealed class UseFoodInInventory : UtilityAction { private IEntity _entity; public UseFoodInInventory(IEntity owner, IEntity entity, float weight) : base(owner) { _entity = entity; Bonus = weight; } public override void SetupOperators(Blackboard context) { ActionOperators = new Queue(new AiOperator[] { new EquipEntityOperator(Owner, _entity), new UseItemInHandsOperator(Owner, _entity), }); } protected override Consideration[] Considerations => new Consideration[] { new TargetInOurHandsCon( new BoolCurve()), new HungerCon( new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)), new FoodValueCon( new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)) }; protected override void UpdateBlackboard(Blackboard context) { base.UpdateBlackboard(context); context.GetState().SetValue(_entity); } } }