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>
50 lines
1.6 KiB
C#
50 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.Hands;
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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 UseDrinkInInventory : UtilityAction
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{
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private IEntity _entity;
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public UseDrinkInInventory(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 Consideration[] Considerations => new Consideration[]
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{
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new TargetInOurHandsCon(
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new BoolCurve()),
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new ThirstCon(
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new LogisticCurve(1000f, 1.3f, -0.3f, 0.5f)),
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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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