76 lines
3.2 KiB
C#
76 lines
3.2 KiB
C#
using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Combat.Melee;
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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.Considerations.Combat;
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using Content.Server.AI.Utility.Considerations.Combat.Melee;
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using Content.Server.AI.Utility.Considerations.Containers;
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using Content.Server.AI.Utility.Considerations.Movement;
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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.Server.AI.WorldState.States.Combat;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.AI.WorldState.States.Movement;
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using Content.Server.Weapon.Melee.Components;
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namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class MeleeWeaponAttackEntity : UtilityAction
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{
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public EntityUid Target { get; set; } = default!;
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public override void SetupOperators(Blackboard context)
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{
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MoveToEntityOperator moveOperator;
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped != default && IoCManager.Resolve<IEntityManager>().TryGetComponent(equipped, out MeleeWeaponComponent? meleeWeaponComponent))
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{
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moveOperator = new MoveToEntityOperator(Owner, Target, meleeWeaponComponent.Range - 0.01f);
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}
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else
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{
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// TODO: Abort
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moveOperator = new MoveToEntityOperator(Owner, Target);
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}
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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moveOperator,
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new SwingMeleeWeaponOperator(Owner, Target),
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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(Target);
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context.GetState<MoveTargetState>().SetValue(Target);
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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context.GetState<WeaponEntityState>().SetValue(equipped);
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}
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protected override IReadOnlyCollection<Func<float>> GetConsiderations(Blackboard context)
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{
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var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
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return new[]
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{
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considerationsManager.Get<TargetIsDeadCon>()
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.InverseBoolCurve(context),
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considerationsManager.Get<TargetIsCritCon>()
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.QuadraticCurve(context, -0.8f, 1.0f, 1.0f, 0.0f),
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considerationsManager.Get<TargetDistanceCon>()
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.PresetCurve(context, PresetCurve.Distance),
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considerationsManager.Get<TargetHealthCon>()
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.PresetCurve(context, PresetCurve.TargetHealth),
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considerationsManager.Get<MeleeWeaponSpeedCon>()
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.QuadraticCurve(context, 1.0f, 0.5f, 0.0f, 0.0f),
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considerationsManager.Get<MeleeWeaponDamageCon>()
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.QuadraticCurve(context, 1.0f, 0.25f, 0.0f, 0.0f),
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considerationsManager.Get<TargetAccessibleCon>()
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.BoolCurve(context),
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};
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}
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}
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}
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