* 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
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
using Content.Server.NPC.HTN.Preconditions;
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using Content.Server.NPC.Queries;
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using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.HTN.PrimitiveTasks;
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public sealed class HTNPrimitiveTask : HTNTask
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{
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/// <summary>
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/// Should we re-apply our blackboard state as a result of our operator during startup?
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/// This means you can re-use old data, e.g. re-using a pathfinder result, and avoid potentially expensive operations.
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/// </summary>
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[DataField("applyEffectsOnStartup")] public bool ApplyEffectsOnStartup = true;
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/// <summary>
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/// What needs to be true for this task to be able to run.
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/// The operator may also implement its own checks internally as well if every primitive task using it requires it.
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/// </summary>
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[DataField("preconditions")] public List<HTNPrecondition> Preconditions = new();
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[DataField("operator", required:true)] public HTNOperator Operator = default!;
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/// <summary>
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/// Services actively tick and can potentially update keys, such as combat target.
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/// </summary>
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[DataField("services")] public List<UtilityService> Services = new();
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}
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