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