* make tomatoes * many friends! many mommies * finish * renaming system * fix * Update miscellaneous.yml * Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> * N * deleete exception? * merge conflict fix * fix? * fuck you * sloth fixes * fixess? * fix --------- Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
35 lines
1.0 KiB
C#
35 lines
1.0 KiB
C#
using Content.Shared.Whitelist;
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using Robust.Shared.Collections;
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namespace Content.Server.NPC.Components;
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/// <summary>
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/// A component that makes the entity friendly to nearby creatures it sees on init.
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/// </summary>
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[RegisterComponent]
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public sealed partial class NPCImprintingOnSpawnBehaviourComponent : Component
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{
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/// <summary>
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/// filter who can be a friend to this creature
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// when a creature appears, it will memorize all creatures in the radius to remember them as friends
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/// </summary>
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[DataField]
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public float SpawnFriendsSearchRadius = 3f;
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/// <summary>
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/// if there is a FollowCompound in HTN, the target of the following will be selected from random nearby targets when it appears
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/// </summary>
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[DataField]
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public bool Follow = true;
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/// <summary>
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/// is used to determine who became a friend from this component
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/// </summary>
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[DataField]
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public List<EntityUid> Friends = new();
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}
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