Add xenos (#1204)
* 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>
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@@ -28,7 +28,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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{
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if (entity.HasComponent<BasicActorComponent>() && entity != owner)
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{
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yield return new MeleeAttackEntity(owner, entity, Bonus);
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yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
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}
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}
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}
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@@ -16,7 +16,7 @@ namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
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{
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yield return new MeleeAttackEntity(owner, entity, Bonus);
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yield return new MeleeWeaponAttackEntity(owner, entity, Bonus);
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}
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}
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}
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@@ -0,0 +1,36 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Melee;
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using Content.Server.AI.Utils;
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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.GameObjects;
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using Content.Server.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee
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{
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public sealed class UnarmedAttackNearbyPlayerExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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{
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throw new InvalidOperationException();
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}
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foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(SpeciesComponent),
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controller.VisionRadius))
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{
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if (entity.HasComponent<BasicActorComponent>() && entity != owner)
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{
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yield return new UnarmedAttackEntity(owner, entity, Bonus);
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}
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}
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}
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}
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}
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