AI pickup changes (#1811)
* AI pickup changes Eating and drinking isn't spammed anymore. AI can do InRangeUnobstructed checks for item pickups. AI can open drink cans. AI littering to be coded. * #nullable enable * github's nullable fails are actively shortening my lifespan * Use a const instead So it's easier to find given the performance implications. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Server.AI.Utility;
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#nullable enable
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using Content.Server.AI.Utility;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.Utility;
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@@ -1,3 +1,4 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.Click;
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@@ -20,11 +21,9 @@ namespace Content.Server.AI.Operators.Inventory
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_target = target;
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}
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// TODO: When I spawn new entities they seem to duplicate clothing or something?
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public override Outcome Execute(float frameTime)
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{
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if (_target == null ||
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_target.Deleted ||
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if (_target.Deleted ||
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!_target.HasComponent<ItemComponent>() ||
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ContainerHelpers.IsInContainer(_target) ||
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!InteractionChecks.InRangeUnobstructed(_owner, _target.Transform.MapPosition))
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@@ -1,3 +1,4 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -7,12 +8,12 @@ namespace Content.Server.AI.Operators.Inventory
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/// <summary>
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/// Will find the item in storage, put it in an active hand, then use it
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/// </summary>
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public class UseItemInHandsOperator : AiOperator
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public class UseItemInInventoryOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _target;
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public UseItemInHandsOperator(IEntity owner, IEntity target)
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public UseItemInInventoryOperator(IEntity owner, IEntity target)
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{
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_owner = owner;
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_target = target;
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@@ -20,11 +21,6 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (_target == null)
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{
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return Outcome.Failed;
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}
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// TODO: Also have this check storage a la backpack etc.
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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{
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@@ -16,12 +16,20 @@ namespace Content.Server.AI.Operators.Movement
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public float ArrivalDistance { get; }
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public float PathfindingProximity { get; }
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public MoveToEntityOperator(IEntity owner, IEntity target, float arrivalDistance = 1.0f, float pathfindingProximity = 1.5f)
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private bool _requiresInRangeUnobstructed;
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public MoveToEntityOperator(
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IEntity owner,
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IEntity target,
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float arrivalDistance = 1.0f,
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float pathfindingProximity = 1.5f,
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bool requiresInRangeUnobstructed = false)
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{
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_owner = owner;
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_target = target;
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ArrivalDistance = arrivalDistance;
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PathfindingProximity = pathfindingProximity;
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_requiresInRangeUnobstructed = requiresInRangeUnobstructed;
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}
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public override bool TryStartup()
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@@ -32,7 +40,7 @@ namespace Content.Server.AI.Operators.Movement
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}
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var steering = EntitySystem.Get<AiSteeringSystem>();
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_request = new EntityTargetSteeringRequest(_target, ArrivalDistance, PathfindingProximity);
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_request = new EntityTargetSteeringRequest(_target, ArrivalDistance, PathfindingProximity, _requiresInRangeUnobstructed);
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steering.Register(_owner, _request);
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return true;
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}
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@@ -0,0 +1,73 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.AI.Operators.Nutrition
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{
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public class UseDrinkInInventoryOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _target;
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private float _interactionCooldown;
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public UseDrinkInInventoryOperator(IEntity owner, IEntity target)
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{
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_owner = owner;
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_target = target;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_interactionCooldown >= 0)
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{
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_interactionCooldown -= frameTime;
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return Outcome.Continuing;
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}
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// TODO: Also have this check storage a la backpack etc.
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if (_target.Deleted ||
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!_owner.TryGetComponent(out HandsComponent handsComponent) ||
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!_target.TryGetComponent(out ItemComponent itemComponent))
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{
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return Outcome.Failed;
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}
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DrinkComponent? drinkComponent = null;
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foreach (var slot in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(slot) != itemComponent) continue;
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handsComponent.ActiveHand = slot;
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if (!_target.TryGetComponent(out drinkComponent))
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{
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return Outcome.Failed;
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}
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// This should also implicitly open it.
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handsComponent.ActivateItem();
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_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
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}
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if (drinkComponent == null)
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{
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return Outcome.Failed;
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}
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if (drinkComponent.Deleted ||
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drinkComponent.Empty ||
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_owner.TryGetComponent(out ThirstComponent thirstComponent) &&
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thirstComponent.CurrentThirst >= thirstComponent.ThirstThresholds[ThirstThreshold.Okay])
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{
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return Outcome.Success;
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}
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return Outcome.Continuing;
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}
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}
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}
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@@ -0,0 +1,73 @@
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#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.AI.Operators.Nutrition
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{
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public class UseFoodInInventoryOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _target;
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private float _interactionCooldown;
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public UseFoodInInventoryOperator(IEntity owner, IEntity target)
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{
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_owner = owner;
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_target = target;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_interactionCooldown >= 0)
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{
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_interactionCooldown -= frameTime;
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return Outcome.Continuing;
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}
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// TODO: Also have this check storage a la backpack etc.
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if (_target.Deleted ||
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!_owner.TryGetComponent(out HandsComponent handsComponent) ||
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!_target.TryGetComponent(out ItemComponent itemComponent))
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{
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return Outcome.Failed;
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}
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FoodComponent? foodComponent = null;
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foreach (var slot in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(slot) != itemComponent) continue;
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handsComponent.ActiveHand = slot;
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if (!_target.TryGetComponent(out foodComponent))
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{
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return Outcome.Failed;
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}
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// This should also implicitly open it.
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handsComponent.ActivateItem();
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_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
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}
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if (foodComponent == null)
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{
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return Outcome.Failed;
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}
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if (_target.Deleted ||
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foodComponent.UsesRemaining == 0 ||
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_owner.TryGetComponent(out HungerComponent hungerComponent) &&
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hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay])
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{
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return Outcome.Success;
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}
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return Outcome.Continuing;
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}
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}
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}
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@@ -11,7 +11,7 @@ namespace Content.Server.AI.Operators.Sequences
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{
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Sequence = new Queue<AiOperator>(new AiOperator[]
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{
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new MoveToEntityOperator(owner, target),
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new MoveToEntityOperator(owner, target, requiresInRangeUnobstructed: true),
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new OpenStorageOperator(owner, target),
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new PickupEntityOperator(owner, target),
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});
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Gloves
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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});
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}
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Head
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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});
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}
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.Actions.Clothing.OuterClothing
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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});
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}
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@@ -26,7 +26,7 @@ namespace Content.Server.AI.Utility.Actions.Clothing.Shoes
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseItemInInventoryOperator(Owner, _entity),
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});
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}
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@@ -40,10 +40,6 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
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return new[]
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{
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considerationsManager.Get<FreeHandCon>()
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.BoolCurve(context),
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considerationsManager.Get<ThirstCon>()
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.PresetCurve(context, PresetCurve.Nutrition),
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considerationsManager.Get<TargetDistanceCon>()
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.PresetCurve(context, PresetCurve.Distance),
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considerationsManager.Get<DrinkValueCon>()
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Nutrition;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
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@@ -27,7 +28,7 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Drink
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseDrinkInInventoryOperator(Owner, _entity),
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});
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}
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Operators.Nutrition;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Considerations.Nutrition.Food;
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@@ -27,7 +28,7 @@ namespace Content.Server.AI.Utility.Actions.Nutrition.Food
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity),
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new UseItemInHandsOperator(Owner, _entity),
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new UseFoodInInventoryOperator(Owner, _entity),
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});
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}
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@@ -11,7 +11,7 @@ namespace Content.Server.AI.Utility.Considerations.Combat
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out IDamageableComponent damageableComponent))
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if (target == null || target.Deleted || !target.TryGetComponent(out IDamageableComponent damageableComponent))
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{
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return 0.0f;
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}
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@@ -9,7 +9,7 @@ namespace Content.Server.AI.Utility.Considerations.Movement
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{
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var self = context.GetState<SelfState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || target.Transform.GridID != self.Transform.GridID)
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if (target == null || target.Deleted || target.Transform.GridID != self.Transform.GridID)
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{
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return 0.0f;
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}
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@@ -44,7 +44,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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[ViewVariables]
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public ReagentUnit TransferAmount { get; private set; } = ReagentUnit.New(2);
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[ViewVariables]
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protected bool Opened { get; set; }
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public bool Opened { get; protected set; }
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[ViewVariables]
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public bool Empty => _contents.CurrentVolume.Float() <= 0;
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@@ -7,6 +7,7 @@ using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects.Components;
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@@ -42,6 +43,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// </summary>
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private const float TileTolerance = 0.8f;
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/// <summary>
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/// How long to wait between checks (if necessary).
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/// </summary>
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private const float InRangeUnobstructedCooldown = 0.25f;
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private Dictionary<IEntity, IAiSteeringRequest> RunningAgents => _agentLists[_listIndex];
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// We'll cycle the running list every tick as all we're doing is getting a vector2 for the
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@@ -208,7 +214,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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foreach (var (agent, steering) in RunningAgents)
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{
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var result = Steer(agent, steering);
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// Yeah look it's not true frametime but good enough.
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var result = Steer(agent, steering, frameTime * RunningAgents.Count);
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steering.Status = result;
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switch (result)
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@@ -236,9 +243,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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/// <param name="frameTime"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest)
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private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest, float frameTime)
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{
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// Main optimisation to be done below is the redundant calls and adding more variables
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if (!entity.TryGetComponent(out AiControllerComponent controller) || !ActionBlockerSystem.CanMove(entity))
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@@ -262,13 +270,27 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
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// Check if we have arrived
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var targetDistance = (entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length;
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if (targetDistance <= steeringRequest.ArrivalDistance)
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steeringRequest.TimeUntilInteractionCheck -= frameTime;
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if (targetDistance <= steeringRequest.ArrivalDistance && steeringRequest.TimeUntilInteractionCheck <= 0.0f)
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{
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if (!steeringRequest.RequiresInRangeUnobstructed ||
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InteractionChecks.InRangeUnobstructed(entity, steeringRequest.TargetMap, steeringRequest.ArrivalDistance, ignoredEnt: entity))
|
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{
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// TODO: Need cruder LOS checks for ranged weaps
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Arrived;
|
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}
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|
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steeringRequest.TimeUntilInteractionCheck = InRangeUnobstructedCooldown;
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// Welp, we'll keep on moving.
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}
|
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|
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// If we're really close don't swiggity swoogity back and forth and just wait for the interaction check maybe?
|
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if (steeringRequest.TimeUntilInteractionCheck > 0.0f && targetDistance <= 0.1f)
|
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{
|
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// TODO: If we need LOS and are moving to an entity then we may not be in range yet
|
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// Chuck out a ray every half second or so and keep moving until we are?
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// Alternatively could use tile-based LOS checks via the pathfindingsystem I guess
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Arrived;
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return SteeringStatus.Moving;
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}
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|
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// Handle pathfinding job
|
||||
|
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@@ -10,20 +10,26 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
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public GridCoordinates TargetGrid => _target.Transform.GridPosition;
|
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public IEntity Target => _target;
|
||||
private IEntity _target;
|
||||
|
||||
/// <inheritdoc />
|
||||
public float ArrivalDistance { get; }
|
||||
|
||||
/// <inheritdoc />
|
||||
public float PathfindingProximity { get; }
|
||||
|
||||
/// <summary>
|
||||
/// How far the target can move before we re-path
|
||||
/// How far the target can move before we re-path
|
||||
/// </summary>
|
||||
public float TargetMaxMove { get; } = 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// If we need LOS on the entity first before interaction
|
||||
/// </summary>
|
||||
/// <inheritdoc />
|
||||
public bool RequiresInRangeUnobstructed { get; }
|
||||
|
||||
/// <summary>
|
||||
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
|
||||
/// </summary>
|
||||
public float TimeUntilInteractionCheck { get; set; }
|
||||
|
||||
public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
|
||||
{
|
||||
_target = target;
|
||||
|
||||
@@ -14,7 +14,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
/// <inheritdoc />
|
||||
public float PathfindingProximity { get; }
|
||||
|
||||
public GridTargetSteeringRequest(GridCoordinates targetGrid, float arrivalDistance, float pathfindingProximity = 0.5f)
|
||||
public bool RequiresInRangeUnobstructed { get; }
|
||||
|
||||
public float TimeUntilInteractionCheck { get; set; } = 0.0f;
|
||||
|
||||
|
||||
public GridTargetSteeringRequest(GridCoordinates targetGrid, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
|
||||
{
|
||||
// Get it once up front so we the manager doesn't have to continuously get it
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
@@ -22,6 +27,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
TargetGrid = targetGrid;
|
||||
ArrivalDistance = arrivalDistance;
|
||||
PathfindingProximity = pathfindingProximity;
|
||||
RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,13 +8,23 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
MapCoordinates TargetMap { get; }
|
||||
GridCoordinates TargetGrid { get; }
|
||||
/// <summary>
|
||||
/// How close we have to get before we've arrived
|
||||
/// How close we have to get before we've arrived
|
||||
/// </summary>
|
||||
float ArrivalDistance { get; }
|
||||
|
||||
/// <summary>
|
||||
/// How close the pathfinder needs to get. Typically you want this set lower than ArrivalDistance
|
||||
/// How close the pathfinder needs to get. Typically you want this set lower than ArrivalDistance
|
||||
/// </summary>
|
||||
float PathfindingProximity { get; }
|
||||
|
||||
/// <summary>
|
||||
/// If we need LOS on the entity first before interaction
|
||||
/// </summary>
|
||||
bool RequiresInRangeUnobstructed { get; }
|
||||
|
||||
/// <summary>
|
||||
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
|
||||
/// </summary>
|
||||
public float TimeUntilInteractionCheck { get; set; }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user