using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public interface IAiSteeringRequest
{
SteeringStatus Status { get; set; }
MapCoordinates TargetMap { get; }
EntityCoordinates 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; }
///
/// If we need LOS on the entity first before interaction
///
bool RequiresInRangeUnobstructed { get; }
///
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
///
public float TimeUntilInteractionCheck { get; set; }
}
}