AI pickup changes (#1811)
* AI pickup changes Eating and drinking isn't spammed anymore. AI can do InRangeUnobstructed checks for item pickups. AI can open drink cans. AI littering to be coded. * #nullable enable * github's nullable fails are actively shortening my lifespan * Use a const instead So it's easier to find given the performance implications. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,4 +1,5 @@
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using Content.Server.AI.Utility;
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#nullable enable
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using Content.Server.AI.Utility;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.Utility;
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@@ -1,3 +1,4 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.Click;
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@@ -20,11 +21,9 @@ namespace Content.Server.AI.Operators.Inventory
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_target = target;
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}
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// TODO: When I spawn new entities they seem to duplicate clothing or something?
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public override Outcome Execute(float frameTime)
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{
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if (_target == null ||
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_target.Deleted ||
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if (_target.Deleted ||
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!_target.HasComponent<ItemComponent>() ||
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ContainerHelpers.IsInContainer(_target) ||
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!InteractionChecks.InRangeUnobstructed(_owner, _target.Transform.MapPosition))
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@@ -1,3 +1,4 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -7,12 +8,12 @@ namespace Content.Server.AI.Operators.Inventory
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/// <summary>
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/// Will find the item in storage, put it in an active hand, then use it
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/// </summary>
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public class UseItemInHandsOperator : AiOperator
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public class UseItemInInventoryOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _target;
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public UseItemInHandsOperator(IEntity owner, IEntity target)
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public UseItemInInventoryOperator(IEntity owner, IEntity target)
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{
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_owner = owner;
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_target = target;
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@@ -20,11 +21,6 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (_target == null)
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{
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return Outcome.Failed;
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}
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// TODO: Also have this check storage a la backpack etc.
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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{
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