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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@@ -1,6 +1,5 @@
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using System.Threading;
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using Content.Server.NPC.Components;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.NPC.HTN;
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@@ -11,8 +10,8 @@ public sealed class HTNComponent : NPCComponent
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/// The base task to use for planning
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite),
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DataField("rootTask", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<HTNCompoundTask>))]
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public string RootTask = default!;
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DataField("rootTask", required: true)]
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public HTNCompoundTask RootTask = default!;
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/// <summary>
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/// Check any active services for our current plan. This is used to find new targets for example without changing our plan.
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