* 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>
33 lines
932 B
C#
33 lines
932 B
C#
using Content.Server.AI.WorldState;
|
|
using Content.Server.AI.WorldState.States;
|
|
using Content.Server.AI.WorldState.States.Inventory;
|
|
using Content.Shared.Item;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Server.AI.Utility.Considerations.Inventory
|
|
{
|
|
public class TargetInOurInventoryCon : Consideration
|
|
{
|
|
protected override float GetScore(Blackboard context)
|
|
{
|
|
var target = context.GetState<TargetEntityState>().GetValue();
|
|
|
|
if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<SharedItemComponent>(target))
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
|
|
{
|
|
if (item == target)
|
|
{
|
|
return 1.0f;
|
|
}
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
}
|
|
}
|