Files
tbd-station-14/Content.Server/NPC/HTN/PrimitiveTasks/HTNPrimitiveTask.cs
metalgearsloth c31c848afd Shooting NPCs and more (#18042)
* 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
2023-08-01 19:48:56 -05:00

28 lines
1.1 KiB
C#

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