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

@@ -1,16 +1,15 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.NPC.HTN;
/// <summary>
/// Represents a network of multiple tasks. This gets expanded out to its relevant nodes.
/// </summary>
[Prototype("htnCompound")]
public sealed class HTNCompoundTask : HTNTask
/// <remarks>
/// This just points to a specific htnCompound prototype
/// </remarks>
public sealed class HTNCompoundTask : HTNTask, IHTNCompound
{
/// <summary>
/// The available branches for this compound task.
/// </summary>
[DataField("branches", required: true)]
public List<HTNBranch> Branches = default!;
[DataField("task", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<HTNCompoundPrototype>))]
public string Task = string.Empty;
}