示例#1
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 public UnarmedAttackPlayersBehaviorSet(IEntity owner) : base(owner)
 {
     Actions = new IAiUtility[]
     {
         new UnarmedAttackNearbyPlayerExp(),
     };
 }
示例#2
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 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(),
     };
 }
示例#4
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 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),
     };
 }
示例#6
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 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(),
     };
 }