Aetheria/Assets/Scripts/ServerShared/Agents/Tasks/AgentTask.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

42 lines
1,006 B
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using JsonKnownTypes;
using MessagePack;
using Newtonsoft.Json;
[MessagePackObject,
Union(0, typeof(StationTowing)),
Union(1, typeof(Mining)),
Union(2, typeof(Survey)),
Union(3, typeof(HaulingTask)),
JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter<DatabaseEntry>))]
public abstract class AgentTask : DatabaseEntry
{
[JsonProperty("priority"), Key(1)]
public int Priority;
[JsonProperty("zone"), Key(2)]
public Guid Zone;
[JsonProperty("reserved"), Key(3)]
public bool Reserved;
[IgnoreMember] public abstract TaskType Type { get; }
}
public enum TaskType
{
None,
Mine,
Haul,
Tow,
Defend,
Attack,
Explore
}