* Readonly, typos and redundant string interpolations * Namespaces * Optimize imports * Address reviews * but actually * Localize missing strings * Remove redundant vars
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Melee;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Combat.Melee;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems.AI;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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{
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public sealed class UnarmedAttackNearbyPlayerExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatBonus;
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protected override IEnumerable<Func<float>> GetCommonConsiderations(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<CanUnarmedCombatCon>()
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.BoolCurve(context),
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};
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}
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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{
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throw new InvalidOperationException();
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}
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foreach (var target in EntitySystem.Get<AiFactionTagSystem>()
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.GetNearbyHostiles(owner, controller.VisionRadius))
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{
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yield return new UnarmedAttackEntity(owner, target, Bonus);
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}
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}
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}
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}
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