using Robust.Shared.Map; namespace Content.Server.GameObjects.EntitySystems.AI.Steering { public interface IAiSteeringRequest { SteeringStatus Status { get; set; } MapCoordinates TargetMap { get; } GridCoordinates TargetGrid { get; } /// /// How close we have to get before we've arrived /// float ArrivalDistance { get; } /// /// How close the pathfinder needs to get. Typically you want this set lower than ArrivalDistance /// float PathfindingProximity { get; } } }