Shooting NPCs and more (#18042)
* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
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33
Content.Server/NPC/Components/NPCJukeComponent.cs
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33
Content.Server/NPC/Components/NPCJukeComponent.cs
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using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.NPC.Components;
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[RegisterComponent]
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public sealed class NPCJukeComponent : Component
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{
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[DataField("jukeType")]
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public JukeType JukeType = JukeType.Away;
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[DataField("jukeDuration")]
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public float JukeDuration = 0.5f;
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[DataField("nextJuke", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextJuke;
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[DataField("targetTile")]
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public Vector2i? TargetTile;
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}
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public enum JukeType : byte
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{
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/// <summary>
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/// Will move directly away from target if applicable.
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/// </summary>
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Away,
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/// <summary>
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/// Move to the adjacent tile for the specified duration.
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/// </summary>
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AdjacentTile
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}
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