* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
35 lines
938 B
C#
35 lines
938 B
C#
using Content.Server.NPC.HTN.PrimitiveTasks;
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namespace Content.Server.NPC.HTN;
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/// <summary>
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/// The current plan for a HTN NPC.
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/// </summary>
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public sealed class HTNPlan
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{
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/// <summary>
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/// Effects that were applied for each primitive task in the plan.
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/// </summary>
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public readonly List<Dictionary<string, object>?> Effects;
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public readonly List<int> BranchTraversalRecord;
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public readonly List<HTNPrimitiveTask> Tasks;
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public HTNPrimitiveTask CurrentTask => Tasks[Index];
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public HTNOperator CurrentOperator => CurrentTask.Operator;
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/// <summary>
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/// Where we are up to in the <see cref="Tasks"/>
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/// </summary>
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public int Index = 0;
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public HTNPlan(List<HTNPrimitiveTask> tasks, List<int> branchTraversalRecord, List<Dictionary<string, object>?> effects)
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{
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Tasks = tasks;
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BranchTraversalRecord = branchTraversalRecord;
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Effects = effects;
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}
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}
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