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>
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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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.Shoes
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{
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public sealed class EquipShoes : UtilityAction
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{
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private IEntity _entity;
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public EquipShoes(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 Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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});
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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.SHOES,
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new InverseBoolCurve()),
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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};
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}
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}
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