public UnarmedAttackPlayersBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new UnarmedAttackNearbyPlayerExp(), }; }
public PathingDummyBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new MoveRightAndLeftTen(owner), }; }
public ThirstBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new PickUpNearbyDrinkExp(), new UseDrinkInInventoryExp(), }; }
public HungerBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new PickUpNearbyFoodExp(), new UseFoodInInventoryExp(), }; }
public IdleBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new CloseLastEntityStorage(Owner), new WanderAndWait(Owner), }; }
public SpirateBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { // TODO: Reload Ballistic // TODO: Ideally long-term we should just store the weapons in backpack new EquipMeleeExp(), new PickUpMeleeWeaponExp(), new MeleeAttackNearbyExp(), }; }
public ClothingBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new EquipAnyHeadExp(), new EquipAnyOuterClothingExp(), new EquipAnyGlovesExp(), new EquipAnyShoesExp(), new PickUpAnyNearbyHeadExp(), new PickUpAnyNearbyOuterClothingExp(), new PickUpAnyNearbyGlovesExp(), new PickUpAnyNearbyShoesExp(), }; }
public SpirateBehaviorSet(IEntity owner) : base(owner) { Actions = new IAiUtility[] { new PickUpRangedExp(), // TODO: Reload Ballistic new DropEmptyBallisticExp(), // TODO: Ideally long-term we should just store the weapons in backpack new DropEmptyHitscanExp(), new EquipMeleeExp(), new EquipBallisticExp(), new EquipHitscanExp(), new PickUpHitscanFromChargersExp(), new ChargeEquippedHitscanExp(), new RangedAttackNearbySpeciesExp(), new PickUpMeleeWeaponExp(), new MeleeAttackNearbySpeciesExp(), }; }