* Add xenos for stress test

Pretty hacky and not how I'd do it long-term

* Remove claws

* Add in unarmed combat behaviors

* Cleanuppppp

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-25 01:43:58 +10:00
committed by GitHub
parent 02b8487d6c
commit d12a6bd9cf
24 changed files with 471 additions and 27 deletions

View File

@@ -28,7 +28,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
if (entity.HasComponent<BasicActorComponent>() && entity != owner)
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
}
}
}

View File

@@ -16,7 +16,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
{
yield return new MeleeAttackEntity(owner, entity, Bonus);
yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
}
}
}

View File

@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
{
public sealed class UnarmedAttackNearbyPlayerExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.CombatBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(SpeciesComponent),
controller.VisionRadius))
{
if (entity.HasComponent<BasicActorComponent>() && entity != owner)
{
yield return new UnarmedAttackEntity(owner, entity, Bonus);
}
}
}
}
}