namespace Content.Server.NPC.Components;
///
/// Added to NPCs whenever they're in melee combat so they can be handled by the dedicated system.
///
[RegisterComponent]
public sealed partial class NPCMeleeCombatComponent : Component
{
///
/// If the target is moving what is the chance for this NPC to miss.
///
[ViewVariables(VVAccess.ReadWrite)]
public float MissChance;
[ViewVariables]
public EntityUid Target;
[ViewVariables]
public CombatStatus Status = CombatStatus.Normal;
}
public enum CombatStatus : byte
{
///
/// The target isn't in LOS anymore.
///
NotInSight,
///
/// Due to some generic reason we are unable to attack the target.
///
Unspecified,
///
/// Set if we can't reach the target for whatever reason.
///
TargetUnreachable,
///
/// If the target is outside of our melee range.
///
TargetOutOfRange,
///
/// Set if the weapon we were assigned is no longer valid.
///
NoWeapon,
///
/// No dramas.
///
Normal,
}