Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back. Also makes the API a bit nicer to use. Also some random cleanup. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Combat.Melee;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States.Combat;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class EquipMelee : UtilityAction
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{
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private IEntity _entity;
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public EquipMelee(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity)
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<WeaponEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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{
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<MeleeWeaponEquippedCon>()
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.InverseBoolCurve(context),
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considerationsManager.Get<CanPutTargetInHandsCon>()
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.BoolCurve(context),
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considerationsManager.Get<MeleeWeaponSpeedCon>()
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.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
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considerationsManager.Get<MeleeWeaponDamageCon>()
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.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
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};
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}
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}
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}
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