* AI preset curves and expandable optimisation Added preset curves for considerations to use just to avoid repeating the same variables all over the shop. Moved common considerations for expanded actions onto the expandable action e.g. you need a free hand to be able to PickUpGloves so we'll just check it the once rather than for each action. * FIX PRAGMA Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Nutrition.Food;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Nutrition.Food;
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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.Inventory;
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using Content.Server.GameObjects.Components.Nutrition;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.ExpandableActions.Nutrition
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{
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public sealed class UseFoodInInventoryExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.NeedsBonus;
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protected override IEnumerable<Func<float>> GetCommonConsiderations(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<HungerCon>().PresetCurve(context, PresetCurve.Nutrition)
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};
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}
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (!entity.HasComponent<FoodComponent>())
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{
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continue;
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}
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yield return new UseFoodInInventory(owner, entity, Bonus);
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}
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}
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}
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}
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