Add utility AI (#806)
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>
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using Content.Server.AI.Utility.Curves;
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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.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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public sealed class ClothingInInventoryCon : Consideration
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{
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private readonly EquipmentSlotDefines.SlotFlags _slot;
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public ClothingInInventoryCon(EquipmentSlotDefines.SlotFlags slotFlags, IResponseCurve curve) : base(curve)
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{
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_slot = slotFlags;
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}
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public override float GetScore(Blackboard context)
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{
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var inventory = context.GetState<InventoryState>().GetValue();
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foreach (var entity in inventory)
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{
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if (!entity.TryGetComponent(out ClothingComponent clothingComponent))
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{
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continue;
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}
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if ((clothingComponent.SlotFlags & _slot) != 0)
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{
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return 1.0f;
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}
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}
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return 0.0f;
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Clothing;
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using Content.Shared.GameObjects.Components.Inventory;
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namespace Content.Server.AI.Utility.Considerations.Clothing
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{
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public class ClothingInSlotCon : Consideration
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{
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private EquipmentSlotDefines.Slots _slot;
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public ClothingInSlotCon(EquipmentSlotDefines.Slots slot, IResponseCurve curve) : base(curve)
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{
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_slot = slot;
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}
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public override float GetScore(Blackboard context)
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{
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var inventory = context.GetState<EquippedClothingState>().GetValue();
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return inventory.ContainsKey(_slot) ? 1.0f : 0.0f;
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}
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}
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}
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