45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Clothing.Head;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Clothing;
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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.AI.WorldState.States.Inventory;
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using Content.Server.Clothing.Components;
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using Content.Shared.Inventory;
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namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
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{
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/// <summary>
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/// Equip any head item currently in our inventory
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/// </summary>
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public sealed class EquipAnyHeadExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.NormalBonus;
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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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considerationsManager.Get<ClothingInSlotCon>().Slot("head", context)
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.InverseBoolCurve(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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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
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(clothing.Slots & SlotFlags.HEAD) != 0)
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{
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yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
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}
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}
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}
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}
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}
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