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; }
}
}