* AI pickup changes Eating and drinking isn't spammed anymore. AI can do InRangeUnobstructed checks for item pickups. AI can open drink cans. AI littering to be coded. * #nullable enable * github's nullable fails are actively shortening my lifespan * Use a const instead So it's easier to find given the performance implications. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
55 lines
1.8 KiB
C#
55 lines
1.8 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.Inventory;
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using Content.Server.AI.Operators.Nutrition;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Nutrition.Food;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Actions.Nutrition.Food
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{
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public sealed class UseFoodInInventory : UtilityAction
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{
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private IEntity _entity;
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public UseFoodInInventory(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseFoodInInventoryOperator(Owner, _entity),
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<TargetEntityState>().SetValue(_entity);
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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<TargetInOurInventoryCon>()
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.BoolCurve(context),
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considerationsManager.Get<FoodValueCon>()
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.QuadraticCurve(context, 1.0f, 0.4f, 0.0f, 0.0f),
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};
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}
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}
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}
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