using System; using System.Collections.Generic; using Content.Server.AI.Operators.Sequences; using Content.Server.AI.Utility.Considerations; using Content.Server.AI.Utility.Considerations.Containers; using Content.Server.AI.Utility.Considerations.Inventory; using Content.Server.AI.Utility.Considerations.Movement; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Actions.Clothing.Head { public sealed class PickUpHead : UtilityAction { private readonly IEntity _entity; public PickUpHead(IEntity owner, IEntity entity, float weight) : base(owner) { _entity = entity; Bonus = weight; } public override void SetupOperators(Blackboard context) { ActionOperators = new GoPickupEntitySequence(Owner, _entity).Sequence; } protected override void UpdateBlackboard(Blackboard context) { base.UpdateBlackboard(context); context.GetState().SetValue(_entity); } protected override IReadOnlyCollection> GetConsiderations(Blackboard context) { var considerationsManager = IoCManager.Resolve(); return new[] { considerationsManager.Get() .BoolCurve(context), considerationsManager.Get() .PresetCurve(context, PresetCurve.Distance), considerationsManager.Get() .BoolCurve(context), }; } } }