Adds HugBot (#37557)

* - hugbot
  - bdy with two arms because it needs two arms to hug
  - is constructable from:
    - box of hugs
    - proximity sensor
    - two borg arms
  - lots of voice lines
  - kinda like a medibot, it chases you down and then hugs you
    - except if it's emagged, then it punches you :)
    - it has a 2m cooldown per person by default

- MeleeAttackOperator
  - Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
  - Used to make the hugbot attack
- RaiseEventForOwnerOperator
  - Read the doc, but it's an operator which raises an event on the owning NPC.
  - Used to make the hugbot hug extra code, specifically for the cooldown

- Changes to existing code:
  - `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
  - `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
    - (I updated all of the existing usages for this)
  -

* two arms

* wait what if we just used mimebot arms so it doesn't look awful

* smort
This commit is contained in:
Centronias
2025-10-10 17:51:12 -07:00
committed by GitHub
parent ad708eec3b
commit d3f85701f7
24 changed files with 639 additions and 17 deletions

View File

@@ -512,11 +512,12 @@ public sealed class NPCUtilitySystem : EntitySystem
{
foreach (var comp in compFilter.Components)
{
if (HasComp(ent, comp.Value.Component.GetType()))
continue;
_entityList.Add(ent);
break;
var hasComp = HasComp(ent, comp.Value.Component.GetType());
if (!compFilter.RetainWithComp == hasComp)
{
_entityList.Add(ent);
break;
}
}
}