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>
19 lines
701 B
C#
19 lines
701 B
C#
using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.WorldState;
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namespace Content.Server.AI.Utility.ExpandableActions
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{
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/// <summary>
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/// Expands into multiple separate utility actions for consideration, e.g. 5 nearby weapons 5 different actions
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/// Ideally you would use the cached states for this
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/// </summary>
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public abstract class ExpandableUtilityAction : IAiUtility
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{
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public abstract float Bonus { get; }
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// e.g. you may have a "PickupFood" action for all nearby food sources if you have the "Hungry" BehaviorSet.
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public abstract IEnumerable<UtilityAction> GetActions(Blackboard context);
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}
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}
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