* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Clothing.Shoes;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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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.Clothing;
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using Content.Server.Clothing.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
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{
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public sealed class PickUpAnyNearbyShoesExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.NormalBonus;
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protected override IEnumerable<Func<float>> GetCommonConsiderations(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<ClothingInSlotCon>().Slot("shoes", context)
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.InverseBoolCurve(context),
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considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.FEET, context)
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.InverseBoolCurve(context)
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};
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}
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.SlotFlags & SlotFlags.FEET) != 0)
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{
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yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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}
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}
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