Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back. Also makes the API a bit nicer to use. Also some random cleanup. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Movement;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.WorldState;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Server.AI.Utility.Actions.Test
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{
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/// <summary>
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/// Used for pathfinding debugging
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/// </summary>
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public class MoveRightAndLeftTen : UtilityAction
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{
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public override bool CanOverride => false;
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public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
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public override void SetupOperators(Blackboard context)
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{
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var currentPosition = Owner.Transform.GridPosition;
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var nextPosition = Owner.Transform.GridPosition.Offset(new Vector2(10.0f, 0.0f));
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var originalPosOp = new MoveToGridOperator(Owner, currentPosition, 0.25f);
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var newPosOp = new MoveToGridOperator(Owner, nextPosition, 0.25f);
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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newPosOp,
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originalPosOp
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});
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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{
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<DummyCon>()
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.BoolCurve(context),
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};
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}
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}
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}
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