* AI preset curves and expandable optimisation Added preset curves for considerations to use just to avoid repeating the same variables all over the shop. Moved common considerations for expanded actions onto the expandable action e.g. you need a free hand to be able to PickUpGloves so we'll just check it the once rather than for each action. * FIX PRAGMA Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
32 lines
884 B
C#
32 lines
884 B
C#
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.GameObjects;
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using Content.Server.GameObjects.Components;
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namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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public class TargetInOurInventoryCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.HasComponent<ItemComponent>())
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{
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return 0.0f;
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}
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foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (item == target)
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{
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return 1.0f;
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}
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}
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return 0.0f;
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}
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}
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}
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