40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using Content.Server.AI.Utility.Actions;
|
|
using Content.Server.AI.Utility.Actions.Combat.Melee;
|
|
using Content.Server.AI.Utility.Considerations;
|
|
using Content.Server.AI.Utility.Considerations.Combat.Melee;
|
|
using Content.Server.AI.Utility.Considerations.Hands;
|
|
using Content.Server.AI.WorldState;
|
|
using Content.Server.AI.WorldState.States;
|
|
using Content.Server.AI.WorldState.States.Combat.Nearby;
|
|
|
|
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
|
|
{
|
|
public sealed class PickUpMeleeWeaponExp : ExpandableUtilityAction
|
|
{
|
|
public override float Bonus => UtilityAction.CombatPrepBonus;
|
|
|
|
protected override IEnumerable<Func<float>> GetCommonConsiderations(Blackboard context)
|
|
{
|
|
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
|
|
|
|
return new[]
|
|
{
|
|
considerationsManager.Get<FreeHandCon>()
|
|
.BoolCurve(context),
|
|
considerationsManager.Get<HasMeleeWeaponCon>()
|
|
.InverseBoolCurve(context),
|
|
};
|
|
}
|
|
|
|
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
|
{
|
|
var owner = context.GetState<SelfState>().GetValue();
|
|
|
|
foreach (var entity in context.GetState<NearbyMeleeWeapons>().GetValue())
|
|
{
|
|
yield return new PickUpMeleeWeapon() {Owner = owner, Target = entity, Bonus = Bonus};
|
|
}
|
|
}
|
|
}
|
|
}
|