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>
31 lines
952 B
C#
31 lines
952 B
C#
using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects;
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namespace Content.Server.AI.Utility.Considerations.Hands
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{
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/// <summary>
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/// Returns 1 if in our hands else 0
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/// </summary>
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public sealed class TargetInOurHandsCon : Consideration
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{
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public TargetInOurHandsCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null ||
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!target.HasComponent<ItemComponent>() ||
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!owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return 0.0f;
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}
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return handsComponent.IsHolding(target) ? 1.0f : 0.0f;
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}
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}
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}
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