24 lines
1.3 KiB
C#
24 lines
1.3 KiB
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Movement
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{
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public sealed class TargetDistanceCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var self = context.GetState<SelfState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || (!IoCManager.Resolve<IEntityManager>().EntityExists(target) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(target).EntityLifeStage) >= EntityLifeStage.Deleted || IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(target).GridID != (self != null ? IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(self) : null).GridID)
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{
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return 0.0f;
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}
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// Anything further than 100 tiles gets clamped
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return (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(target).Coordinates.Position - IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(self).Coordinates.Position).Length / 100;
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}
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}
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}
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