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>
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Movement;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.AI.Utility.Actions.Test
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{
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/// <summary>
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/// Used for pathfinding debugging
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/// </summary>
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public class MoveRightAndLeftTen : UtilityAction
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{
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public override bool CanOverride => false;
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public MoveRightAndLeftTen(IEntity owner) : base(owner) {}
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protected override Consideration[] Considerations { get; } = {
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new DummyCon(
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new BoolCurve())
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};
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public override void SetupOperators(Blackboard context)
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{
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var currentPosition = Owner.Transform.GridPosition;
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var nextPosition = Owner.Transform.GridPosition.Offset(new Vector2(10.0f, 0.0f));
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var originalPosOp = new MoveToGridOperator(Owner, currentPosition, 0.25f);
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var newPosOp = new MoveToGridOperator(Owner, nextPosition, 0.25f);
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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newPosOp,
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originalPosOp
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});
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}
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}
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}
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