* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
35 lines
940 B
C#
35 lines
940 B
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.GUI;
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namespace Content.Server.AI.Utility.Considerations.Hands
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{
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public class FreeHandCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return 0.0f;
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}
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var handCount = 0;
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var freeCount = 0;
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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handCount++;
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if (handsComponent.GetItem(hand) == null)
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{
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freeCount += 1;
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}
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}
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return (float) freeCount / handCount;
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}
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}
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}
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