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

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@@ -0,0 +1,12 @@
namespace Content.Shared.Silicons.Bots;
/// <summary>
/// This component describes how a HugBot hugs.
/// </summary>
/// <see cref="SharedHugBotSystem"/>
[RegisterComponent, AutoGenerateComponentState]
public sealed partial class HugBotComponent : Component
{
[DataField, AutoNetworkedField]
public TimeSpan HugCooldown = TimeSpan.FromMinutes(2);
}

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@@ -0,0 +1,38 @@
using Content.Shared.Emag.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Silicons.Bots;
/// <summary>
/// This system handles HugBots.
/// </summary>
public abstract class SharedHugBotSystem : EntitySystem
{
[Dependency] private readonly EmagSystem _emag = default!;
public override void Initialize()
{
SubscribeLocalEvent<HugBotComponent, GotEmaggedEvent>(OnEmagged);
}
private void OnEmagged(Entity<HugBotComponent> entity, ref GotEmaggedEvent args)
{
if (!_emag.CompareFlag(args.Type, EmagType.Interaction) ||
_emag.CheckFlag(entity, EmagType.Interaction) ||
!TryComp<HugBotComponent>(entity, out var hugBot))
return;
// HugBot HTN checks for emag state within its own logic, so we don't need to change anything here.
args.Handled = true;
}
}
/// <summary>
/// This event is raised on an entity when it is hugged by a HugBot.
/// </summary>
[Serializable, NetSerializable]
public sealed partial class HugBotHugEvent(NetEntity hugBot) : EntityEventArgs
{
public readonly NetEntity HugBot = hugBot;
}