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 Content.Server.NPC.Components;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
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public sealed class JukeOperator : HTNOperator, IHtnConditionalShutdown
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[DataField("jukeType")]
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public JukeType JukeType = JukeType.AdjacentTile;
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[DataField("shutdownState")]
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public HTNPlanState ShutdownState { get; } = HTNPlanState.PlanFinished;
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public override void Startup(NPCBlackboard blackboard)
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{
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base.Startup(blackboard);
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var juke = _entManager.EnsureComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
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juke.JukeType = JukeType;
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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return HTNOperatorStatus.Finished;
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}
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public void ConditionalShutdown(NPCBlackboard blackboard)
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{
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_entManager.RemoveComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
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}
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}
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