Reorder priorities in `MeleeCombatCompound` (#30066)
Reordered MeleeCombatCompound to improve unpulling
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@ -3,48 +3,55 @@
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- type: htnCompound
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id: MeleeCombatCompound
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branches:
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# Pickup weapon if we don't have one.
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- preconditions:
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- !type:ActiveHandComponentPrecondition
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components:
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# Just serializer things
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- type: MeleeWeapon
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damage:
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types:
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Blunt: 0
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invert: true
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tasks:
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- !type:HTNCompoundTask
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task: PickupMeleeCompound
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- preconditions:
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- !type:BuckledPrecondition
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isBuckled: true
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tasks:
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- !type:HTNPrimitiveTask
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operator: !type:UnbuckleOperator
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shutdownState: TaskFinished
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- preconditions:
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- !type:InContainerPrecondition
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isInContainer: true
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tasks:
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- !type:HTNCompoundTask
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task: EscapeCompound
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- preconditions:
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- !type:PulledPrecondition
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isPulled: true
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tasks:
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- !type:HTNPrimitiveTask
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operator: !type:UnPullOperator
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shutdownState: TaskFinished
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# Melee combat (unarmed or otherwise)
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- tasks:
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- !type:HTNPrimitiveTask
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operator: !type:UtilityOperator
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proto: NearbyMeleeTargets
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- !type:HTNCompoundTask
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task: BeforeMeleeAttackTargetCompound
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- type: htnCompound
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id: BeforeMeleeAttackTargetCompound
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branches:
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- preconditions:
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- !type:BuckledPrecondition
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isBuckled: true
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tasks:
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- !type:HTNPrimitiveTask
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operator: !type:UnbuckleOperator
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shutdownState: TaskFinished
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- preconditions:
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- !type:PulledPrecondition
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isPulled: true
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tasks:
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- !type:HTNPrimitiveTask
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operator: !type:UnPullOperator
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shutdownState: TaskFinished
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- preconditions:
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- !type:InContainerPrecondition
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isInContainer: true
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tasks:
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- !type:HTNCompoundTask
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task: EscapeCompound
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# Pickup weapon if we don't have one.
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- preconditions:
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- !type:ActiveHandComponentPrecondition
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components:
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# Just serializer things
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- type: MeleeWeapon
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damage:
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types:
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Blunt: 0
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invert: true
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tasks:
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- !type:HTNCompoundTask
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task: PickupMeleeCompound
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# Melee combat (unarmed or otherwise)
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- tasks:
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- !type:HTNCompoundTask
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task: MeleeAttackTargetCompound
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