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>
34 lines
891 B
C#
34 lines
891 B
C#
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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public class FreeHandCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return 0.0f;
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}
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var handCount = 0;
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var freeCount = 0;
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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handCount++;
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if (handsComponent.GetHand(hand) == null)
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{
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freeCount += 1;
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}
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}
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return (float) freeCount / handCount;
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}
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}
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}
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