Refactor AI considerations (#1278)

Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back.
Also makes the API a bit nicer to use.
Also some random cleanup.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-07-08 09:37:35 +10:00
committed by GitHub
parent c25c1e1094
commit 5aefae184c
64 changed files with 625 additions and 396 deletions

View File

@@ -4,6 +4,7 @@ using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
@@ -15,8 +16,13 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<InventoryState>().GetValue())
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (!entity.HasComponent<MeleeWeaponComponent>())
{
continue;
}
yield return new EquipMelee(owner, entity, Bonus);
}
}