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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using Robust.Shared.Prototypes;
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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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/// <summary>
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/// Represents a network of multiple tasks. This gets expanded out to its relevant nodes.
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/// </summary>
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[Prototype("htnCompound")]
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public sealed class HTNCompoundTask : HTNTask
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/// <remarks>
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/// This just points to a specific htnCompound prototype
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/// </remarks>
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public sealed class HTNCompoundTask : HTNTask, IHTNCompound
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{
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/// <summary>
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/// The available branches for this compound task.
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/// </summary>
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[DataField("branches", required: true)]
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public List<HTNBranch> Branches = default!;
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[DataField("task", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<HTNCompoundPrototype>))]
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public string Task = string.Empty;
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}
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