Files
tbd-station-14/Content.Server/AI/Utility/Considerations/Containers/TargetAccessibleCon.cs
2021-12-26 13:32:45 +11:00

50 lines
1.8 KiB
C#

using Content.Server.AI.Pathfinding.Accessible;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.Storage.Components;
using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.Considerations.Containers
{
/// <summary>
/// Returns 1.0f if the item is freely accessible (e.g. in storage we can open, on ground, etc.)
/// This can be expensive so consider using this last for the considerations
/// </summary>
public sealed class TargetAccessibleCon : Consideration
{
protected override float GetScore(Blackboard context)
{
var entMan = IoCManager.Resolve<IEntityManager>();
var target = context.GetState<TargetEntityState>().GetValue();
if (!entMan.EntityExists(target))
{
return 0.0f;
}
if (target!.Value.TryGetContainer(out var container))
{
if (entMan.TryGetComponent(container.Owner, out EntityStorageComponent? storageComponent))
{
if (storageComponent.IsWeldedShut && !storageComponent.Open)
{
return 0.0f;
}
}
else
{
// If we're in a container (e.g. held or whatever) then we probably can't get it. Only exception
// Is a locker / crate
return 0.0f;
}
}
var owner = context.GetState<SelfState>().GetValue();
return EntitySystem.Get<AiReachableSystem>().CanAccess(owner, target.Value, SharedInteractionSystem.InteractionRange) ? 1.0f : 0.0f;
}
}
}