AI Wander & Barker (#286)
* Retrofit the AI system with new IoC features. Fixed bug with turret rotation. * Added new AI WanderProcessor, and it works. * RNG walking directions are a bit more random now. * Wander now actually uses the MoverSystem to move. Wander now talks when he reaches his destination. * Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand. * Barker now says some generic slogans. Misc bug cleanup. * Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
4b30c7e710
commit
8b593d28c6
@@ -1,4 +1,6 @@
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Server.Interfaces.GameObjects.Components.Movement
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{
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@@ -6,6 +8,28 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
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// There can only be one.
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public interface IMoverComponent : IComponent
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{
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/// <summary>
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/// Movement speed (m/s) that the entity walks.
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/// </summary>
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float WalkMoveSpeed { get; set; }
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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/// </summary>
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float SprintMoveSpeed { get; set; }
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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bool Sprinting { get; set; }
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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Vector2 VelocityDir { get; }
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GridCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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}
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}
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