fish-station/Content.Server/GameObjects/EntitySystems/AI
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
..
LoadBalancer AI preset curves and expandable optimisation (#1346) 2020-08-11 22:01:55 +02:00
Pathfinding Fix namespaces and optimize imports (#1651) 2020-08-13 14:40:27 +02:00
Steering Fix AI steering throw (#1872) 2020-08-23 12:42:59 +02:00
AiFactionTagSystem.cs Add AI factions (#1807) 2020-08-24 12:33:03 +02:00
AiSystem.cs Add a test that puts all components on an entity and checks for no exceptions (#1815) 2020-08-22 22:29:20 +02:00
ServerAiDebugSystem.cs Add utility AI (#806) 2020-06-18 14:52:44 +02:00
SleepAiMessage.cs AI sleeping (#1708) 2020-08-18 15:14:55 +02:00