* - hugbot
- bdy with two arms because it needs two arms to hug
- is constructable from:
- box of hugs
- proximity sensor
- two borg arms
- lots of voice lines
- kinda like a medibot, it chases you down and then hugs you
- except if it's emagged, then it punches you :)
- it has a 2m cooldown per person by default
- MeleeAttackOperator
- Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
- Used to make the hugbot attack
- RaiseEventForOwnerOperator
- Read the doc, but it's an operator which raises an event on the owning NPC.
- Used to make the hugbot hug extra code, specifically for the cooldown
- Changes to existing code:
- `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
- `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
- (I updated all of the existing usages for this)
-
* two arms
* wait what if we just used mimebot arms so it doesn't look awful
* smort
16 lines
586 B
C#
16 lines
586 B
C#
using Content.Shared.Silicons.Bots;
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namespace Content.Server.Silicons.Bots;
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/// <summary>
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/// This marker component indicates that its entity has been recently hugged by a HugBot and should not be hugged again
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/// before <see cref="CooldownCompleteAfter">a cooldown period</see> in order to prevent hug spam.
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/// </summary>
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/// <see cref="SharedHugBotSystem"/>
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[RegisterComponent, AutoGenerateComponentPause]
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public sealed partial class RecentlyHuggedByHugBotComponent : Component
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{
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[DataField, AutoPausedField]
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public TimeSpan CooldownCompleteAfter = TimeSpan.MinValue;
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}
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