Files
tbd-station-14/Content.Server/AI/Utility/Actions/Combat/Melee/MeleeAttackEntity.cs
metalgearsloth 5391d3c72a Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00

78 lines
3.0 KiB
C#

using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Combat;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class MeleeAttackEntity : UtilityAction
{
private IEntity _entity;
public MeleeAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public override void SetupOperators(Blackboard context)
{
var moveOperator = new MoveToEntityOperator(Owner, _entity);
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
{
moveOperator.DesiredRange = meleeWeaponComponent.Range - 0.01f;
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
moveOperator,
new SwingMeleeWeaponOperator(Owner, _entity),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<MoveTargetState>().SetValue(_entity);
var equipped = context.GetState<EquippedEntityState>().GetValue();
context.GetState<WeaponEntityState>().SetValue(equipped);
}
protected override Consideration[] Considerations { get; } = {
// Check if we have a weapon; easy-out
new MeleeWeaponEquippedCon(
new BoolCurve()),
// Don't attack a dead target
new TargetIsDeadCon(
new InverseBoolCurve()),
// Deprioritise a target in crit
new TargetIsCritCon(
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
// Somewhat prioritise distance
new DistanceCon(
new QuadraticCurve(1.0f, 1.0f, 0.02f, 0.0f)),
// Prefer weaker targets
new TargetHealthCon(
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
new MeleeWeaponSpeedCon(
new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
new MeleeWeaponDamageCon(
new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
};
}
}