Files
tbd-station-14/Content.Server/AI/Utility/ExpandableActions/Clothing/Shoes/PickUpAnyNearbyShoesExp.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* 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>
2021-12-30 22:56:10 +01:00

49 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Shoes;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes
{
public sealed class PickUpAnyNearbyShoesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.NormalBonus;
protected override IEnumerable<Func<float>> GetCommonConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new[]
{
considerationsManager.Get<ClothingInSlotCon>().Slot("shoes", context)
.InverseBoolCurve(context),
considerationsManager.Get<ClothingInInventoryCon>().Slot(SlotFlags.FEET, context)
.InverseBoolCurve(context)
};
}
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbyClothingState>().GetValue())
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
(clothing.SlotFlags & SlotFlags.FEET) != 0)
{
yield return new PickUpShoes {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}
}
}