Files
tbd-station-14/Content.Server/AI/Utility/Actions/Combat/Melee/UnarmedAttackEntity.cs
metalgearsloth d12a6bd9cf Add xenos (#1204)
* Add xenos for stress test

Pretty hacky and not how I'd do it long-term

* Remove claws

* Add in unarmed combat behaviors

* Cleanuppppp

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-24 17:43:58 +02:00

78 lines
3.1 KiB
C#

using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Combat.Melee;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.Utility.Considerations.Movement;
using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Utility.Actions.Combat.Melee
{
public sealed class UnarmedAttackEntity : UtilityAction
{
private IEntity _entity;
public UnarmedAttackEntity(IEntity owner, IEntity entity, float weight) : base(owner)
{
_entity = entity;
Bonus = weight;
}
public override void SetupOperators(Blackboard context)
{
MoveToEntityOperator moveOperator;
if (Owner.TryGetComponent(out UnarmedCombatComponent unarmedCombatComponent))
{
moveOperator = new MoveToEntityOperator(Owner, _entity, unarmedCombatComponent.Range - 0.01f);
}
// I think it's possible for this to happen given planning is time-sliced?
// TODO: At this point we should abort
else
{
moveOperator = new MoveToEntityOperator(Owner, _entity);
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]
{
moveOperator,
new UnarmedCombatOperator(Owner, _entity),
});
}
protected override void UpdateBlackboard(Blackboard context)
{
base.UpdateBlackboard(context);
context.GetState<TargetEntityState>().SetValue(_entity);
context.GetState<MoveTargetState>().SetValue(_entity);
// Can just set ourselves as entity given unarmed just inherits from meleeweapon
context.GetState<WeaponEntityState>().SetValue(Owner);
}
protected override Consideration[] Considerations { get; } = {
new CanUnarmedCombatCon(
new BoolCurve()),
// Don't attack a dead target
new TargetIsDeadCon(
new InverseBoolCurve()),
// Deprioritise a target in crit
new TargetIsCritCon(
new QuadraticCurve(-0.8f, 1.0f, 1.0f, 0.0f)),
// Somewhat prioritise distance
new DistanceCon(
new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
// Prefer weaker targets
new TargetHealthCon(
new QuadraticCurve(1.0f, 0.4f, 0.0f, -0.02f)),
// TODO: Consider our Speed and Damage to compare this to using a weapon
// Also need to unequip our weapon if we have one (xenos can't hold one so no issue for now)
};
}
}