* Dumped ranged behaviors * Fixed some 1-liners (open storage, distancecon todo) Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
50 lines
1.7 KiB
C#
50 lines
1.7 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.Containers;
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using Content.Server.AI.Utility.Considerations.Hands;
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using Content.Server.AI.Utility.Considerations.Movement;
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using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
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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 Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
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{
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public sealed class PickUpDrink : UtilityAction
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{
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private IEntity _entity;
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public PickUpDrink(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 Consideration[] Considerations => new Consideration[]
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{
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new TargetAccessibleCon(
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new BoolCurve()),
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new FreeHandCon(
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new BoolCurve()),
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new ThirstCon(
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new LogisticCurve(1000f, 1.3f, -1.0f, 0.5f)),
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new DistanceCon(
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new QuadraticCurve(-1.0f, 1.0f, 1.02f, 0.0f)),
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new DrinkValueCon(
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new QuadraticCurve(1.0f, 0.4f, 0.0f, 0.0f)),
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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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}
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}
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