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
This commit is contained in:
metalgearsloth
2023-08-02 10:48:56 +10:00
committed by GitHub
parent 018e465fad
commit c31c848afd
103 changed files with 2089 additions and 810 deletions

View File

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