using System.Collections.Generic; using Content.Server.AI.Utility.Actions; using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Server.AI.WorldState.States.Inventory; using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan; namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan { public class DropEmptyHitscanExp : ExpandableUtilityAction { public override float Bonus => UtilityAction.CombatPrepBonus; public override IEnumerable GetActions(Blackboard context) { var owner = context.GetState().GetValue(); foreach (var entity in context.GetState().GetValue()) { if (entity.HasComponent()) { yield return new DropEmptyHitscan(owner, entity, Bonus); } } } } }