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