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>
29 lines
1023 B
C#
29 lines
1023 B
C#
using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
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{
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public class DropEmptyHitscanExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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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<InventoryState>().GetValue())
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{
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if (entity.HasComponent<HitscanWeaponComponent>())
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{
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yield return new DropEmptyHitscan(owner, entity, Bonus);
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}
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}
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}
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}
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}
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