Files
tbd-station-14/Content.Server/AI/Utility/Considerations/Containers/TargetAccessibleCon.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

48 lines
1.8 KiB
C#

using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.AI.Utility.Considerations.Containers
{
/// <summary>
/// Returns 1.0f if the item is freely accessible (e.g. in storage we can open, on ground, etc.)
/// This can be expensive so consider using this last for the considerations
/// </summary>
public sealed class TargetAccessibleCon : Consideration
{
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null)
{
return 0.0f;
}
if (ContainerHelpers.TryGetContainer(target, out var container))
{
if (container.Owner.TryGetComponent(out EntityStorageComponent storageComponent))
{
if (storageComponent.IsWeldedShut && !storageComponent.Open)
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
return 0.0f;
}
}
var owner = context.GetState<SelfState>().GetValue();
return EntitySystem.Get<AiReachableSystem>().CanAccess(owner, target, SharedInteractionSystem.InteractionRange) ? 1.0f : 0.0f;
}
}
}