Merge branch 'master' into buckle-locker-fix-1262
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@@ -1,4 +1,3 @@
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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;
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using Content.Server.AI.WorldState.States.Hands;
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@@ -9,9 +8,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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public class CanPutTargetInHandsCon : Consideration
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{
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public CanPutTargetInHandsCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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protected override float GetScore(Blackboard context)
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{
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// First check if target in inventory already
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// If not then check if we have a free hand
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@@ -22,9 +19,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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return 0.0f;
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}
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var inventory = context.GetState<InventoryState>().GetValue();
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foreach (var item in inventory)
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foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (item == target)
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{
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@@ -1,4 +1,3 @@
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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;
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using Content.Server.AI.WorldState.States.Inventory;
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@@ -8,11 +7,8 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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{
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public class TargetInOurInventoryCon : Consideration
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{
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public TargetInOurInventoryCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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protected override float GetScore(Blackboard context)
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{
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var inventory = context.GetState<InventoryState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.HasComponent<ItemComponent>())
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@@ -20,7 +16,7 @@ namespace Content.Server.AI.Utility.Considerations.Inventory
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return 0.0f;
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}
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foreach (var item in inventory)
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foreach (var item in context.GetState<EnumerableInventoryState>().GetValue())
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{
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if (item == target)
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{
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