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

@@ -0,0 +1,39 @@
using Content.Shared.Hands.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.HTN.Preconditions;
/// <summary>
/// Returns true if the active hand entity has the specified components.
/// </summary>
public sealed class ActiveHandComponentPrecondition : HTNPrecondition
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("invert")]
public bool Invert;
[DataField("components", required: true)]
public ComponentRegistry Components = new();
public override bool IsMet(NPCBlackboard blackboard)
{
if (!blackboard.TryGetValue<Hand>(NPCBlackboard.ActiveHand, out var hand, _entManager) || hand.HeldEntity == null)
{
return Invert;
}
foreach (var comp in Components)
{
var hasComp = _entManager.HasComponent(hand.HeldEntity, comp.Value.Component.GetType());
if (!hasComp ||
Invert && hasComp)
{
return false;
}
}
return true;
}
}