Auto comp (#6416)
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@@ -18,8 +18,6 @@ namespace Content.Server.AI.Components
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{
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[DataField("logic")] private float _visionRadius = 8.0f;
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public override string Name => "AiController";
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// TODO: Need to ECS a lot more of the AI first before we can ECS this
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/// <summary>
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/// Whether the AI is actively iterated.
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@@ -7,8 +7,6 @@ namespace Content.Server.AI.Components
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[RegisterComponent]
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public sealed class AiFactionTagComponent : Component
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{
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public override string Name => "AiFactionTag";
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[DataField("factions")]
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public Faction Factions { get; private set; } = Faction.None;
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}
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@@ -22,11 +22,10 @@ namespace Content.Server.AI.Utility.AiLogic
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{
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// TODO: Need to split out the IMover stuff for NPC to a generic one that can be used for hoomans as well.
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[RegisterComponent]
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[ComponentProtoName("UtilityAI")]
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[ComponentReference(typeof(AiControllerComponent)), ComponentReference(typeof(IMoverComponent))]
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public sealed class UtilityAi : AiControllerComponent, ISerializationHooks
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{
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public override string Name => "UtilityAI";
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// TODO: Look at having ParallelOperators (probably no more than that as then you'd have a full-blown BT)
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// Also RepeatOperators (e.g. if we're following an entity keep repeating MoveToEntity)
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private AiActionSystem _planner = default!;
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