Inline HasComponent entirely
This commit is contained in:
@@ -1,6 +1,8 @@
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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.Weapon.Melee.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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@@ -8,7 +10,13 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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protected override float GetScore(Blackboard context)
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{
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return context.GetState<SelfState>().GetValue()?.HasComponent<UnarmedCombatComponent>() ?? false ? 1.0f : 0.0f;
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IEntity tempQualifier = context.GetState<SelfState>().GetValue();
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if (tempQualifier != null)
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{
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IoCManager.Resolve<IEntityManager>().HasComponent<UnarmedCombatComponent>(tempQualifier.Uid);
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}
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return RETURNED_VALUE ?? false ? 1.0f : 0.0f;
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}
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}
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}
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@@ -1,6 +1,8 @@
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.Weapon.Melee.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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@@ -10,7 +12,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (item.HasComponent<MeleeWeaponComponent>())
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if (IoCManager.Resolve<IEntityManager>().HasComponent<MeleeWeaponComponent>(item.Uid))
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{
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return 1.0f;
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}
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@@ -1,6 +1,8 @@
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.Weapon.Melee.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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@@ -15,7 +17,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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return 0.0f;
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}
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return equipped.HasComponent<MeleeWeaponComponent>() ? 1.0f : 0.0f;
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return IoCManager.Resolve<IEntityManager>().HasComponent<MeleeWeaponComponent>(equipped.Uid) ? 1.0f : 0.0f;
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}
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}
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}
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@@ -3,6 +3,8 @@ using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States.Hands;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.Items;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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@@ -14,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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// If not then check if we have a free hand
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.HasComponent<ItemComponent>())
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<ItemComponent>(target.Uid))
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{
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return 0.0f;
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}
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@@ -2,6 +2,8 @@ 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.Items;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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@@ -11,7 +13,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.HasComponent<ItemComponent>())
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if (target == null || !IoCManager.Resolve<IEntityManager>().HasComponent<ItemComponent>(target.Uid))
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{
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return 0.0f;
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}
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