Delta-v/Content.Server/AI/Utility/BehaviorSets
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
..
BehaviorSet.cs Fix namespaces and optimize imports (#1651) 2020-08-13 14:40:27 +02:00
ClothingBehaviorSet.cs Add utility AI (#806) 2020-06-18 14:52:44 +02:00
HungerBehaviorSet.cs Fix namespaces and optimize imports (#1651) 2020-08-13 14:40:27 +02:00
IdleBehaviorSet.cs Add utility AI (#806) 2020-06-18 14:52:44 +02:00
PathingDummyBehaviorSet.cs Add utility AI (#806) 2020-06-18 14:52:44 +02:00
SpirateBehaviorSet.cs Add AI factions (#1807) 2020-08-24 12:33:03 +02:00
ThirstBehaviorSet.cs AI preset curves and expandable optimisation (#1346) 2020-08-11 22:01:55 +02:00
UnarmedAttackPlayersBehaviorSet.cs Add xenos (#1204) 2020-06-24 17:43:58 +02:00