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 +1,31 @@
using Content.Server.NPC.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
public sealed class JukeOperator : HTNOperator, IHtnConditionalShutdown
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("jukeType")]
public JukeType JukeType = JukeType.AdjacentTile;
[DataField("shutdownState")]
public HTNPlanState ShutdownState { get; } = HTNPlanState.PlanFinished;
public override void Startup(NPCBlackboard blackboard)
{
base.Startup(blackboard);
var juke = _entManager.EnsureComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
juke.JukeType = JukeType;
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
return HTNOperatorStatus.Finished;
}
public void ConditionalShutdown(NPCBlackboard blackboard)
{
_entManager.RemoveComponent<NPCJukeComponent>(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner));
}
}