Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Content.Server.AI.Operators.Sequences;
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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.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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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.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Clothing.Head
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{
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public sealed class PickUpHead : UtilityAction
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{
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private readonly IEntity _entity;
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public PickUpHead(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 GoPickupEntitySequence(Owner, _entity).Sequence;
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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 Consideration[] Considerations { get; } = {
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new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD,
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new InverseBoolCurve()),
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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new ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags.HEAD,
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new InverseBoolCurve()),
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};
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}
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}
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