Files
tbd-station-14/Content.Client/IgnoredComponents.cs
metalgearsloth 969eeb5528 Add AI factions (#1807)
* Add NPC faction tags

Some stuff isn't easy to represent by the existence of components so tags are intended to provide that functionality for AI usage.

I was 50/50 on having all tags in the 1 component or splitting it into 2. I'm leaning towards 2. This would be for stuff like say "CanMimic" so the mimic knows it's allowed to look like a specific prototype, or something like "smg" on a gun so it can say smg-specific barks for instance (as currently smgs and pistols look the same from a component perspective).

This also means combat behaviors aren't hardcoded per faction, plus it makes it easy to update faction relations during events.

* Factions command

Update faction relationships via commands.

* Remove command TODO

* Woops

Forgot to commit these items

* Serializer writing and parsing

* linq me up fam

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-24 12:33:03 +02:00

170 lines
4.5 KiB
C#

namespace Content.Client
{
public static class IgnoredComponents
{
public static string[] List => new[]
{
"Anchorable",
"AmmoBox",
"Breakable",
"Pickaxe",
"Interactable",
"Destructible",
"Temperature",
"Explosive",
"OnUseTimerTrigger",
"ToolboxElectricalFill",
"ToolboxEmergencyFill",
"WarpPoint",
"ToolboxGoldFill",
"ToolLockerFill",
"EmitSoundOnUse",
"FootstepModifier",
"HeatResistance",
"Teleportable",
"ItemTeleporter",
"Portal",
"EntityStorage",
"Wirecutter",
"Screwdriver",
"Multitool",
"Wrench",
"Crowbar",
"MeleeWeapon",
"Storable",
"Dice",
"Construction",
"Door",
"PoweredLight",
"Smes",
"Powercell",
"LightBulb",
"Healing",
"Catwalk",
"RangedMagazine",
"Ammo",
"HitscanWeaponCapacitor",
"PowerCell",
"PowerCellCharger",
"WeaponCapacitorCharger",
"AiController",
"Computer",
"AsteroidRock",
"ResearchServer",
"ResearchPointSource",
"ResearchClient",
"IdCard",
"Access",
"AccessReader",
"IdCardConsole",
"Airlock",
"MedicalScanner",
"WirePlacer",
"Drink",
"Food",
"FoodContainer",
"Stomach",
"Rotatable",
"MagicMirror",
"MedkitFill",
"FloorTile",
"FootstepSound",
"UtilityBeltClothingFill",
"ShuttleController",
"HumanInventoryController",
"UseDelay",
"Pourable",
"Paper",
"Write",
"Bloodstream",
"TransformableContainer",
"Mind",
"StorageFill",
"Mop",
"Bucket",
"Puddle",
"CanSpill",
"SpeedLoader",
"Hitscan",
"BoltActionBarrel",
"PumpBarrel",
"RevolverBarrel",
"ExplosiveProjectile",
"StunnableProjectile",
"RandomPottedPlant",
"CommunicationsConsole",
"BarSign",
"DroppedBodyPart",
"DroppedMechanism",
"SolarPanel",
"BodyScanner",
"Stunbaton",
"EmergencyClosetFill",
"Tool",
"TilePrying",
"RandomSpriteColor",
"ConditionalSpawner",
"PottedPlantHide",
"SecureEntityStorage",
"PresetIdCard",
"SolarControlConsole",
"BatteryBarrel",
"FlashExplosive",
"FlashProjectile",
"Utensil",
"UnarmedCombat",
"TimedSpawner",
"NodeContainer",
"PowerSupplier",
"PowerConsumer",
"Battery",
"BatteryStorage",
"BatteryDischarger",
"Apc",
"PowerProvider",
"PowerReceiver",
"Wire",
"StressTestMovement",
"Toys",
"SurgeryTool",
"EmitSoundOnThrow",
"Flash",
"DamageOnToolInteract",
"CustodialClosetFill",
"NoSlip",
"TrashSpawner",
"Pill",
"RCD",
"RCDDeconstructWhitelist",
"RCDAmmo",
"Pullable",
"CursedEntityStorage",
"Listening",
"Radio",
"DisposalHolder",
"DisposalTagger",
"DisposalRouter",
"DisposalTransit",
"DisposalEntry",
"DisposalJunction",
"DisposalBend",
"Recycler",
"Conveyor",
"ConveyorSwitch",
"Flippable",
"Airtight",
"MovedByPressure",
"Spray",
"Vapor",
"DamageOnHighSpeedImpact",
"Barotrauma",
"GasSprayer",
"GasVapor",
"MobStateManager",
"Metabolism",
"AiFactionTag",
"PressureProtection",
};
}
}