Aetheria/Assets/Scripts/ServerShared/Agents/States
Repository files (latest commit first)
Filename Latest commit message Latest commit date
soul 9a2a9390e1 Command seam, agents: one PilotCommand per entity, applied once per step by PilotApplier in Zone.Update
Agent, Flight, Combat, MoveTo and Follow write only Ship.Command. Entities
with no agent apply first, then each agent applies right after it decides.
A pilot reads its own pending designation and aim item back from its command;
FireControl gains Refuses/AgentFires/HitProbability overloads that take them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 00:32:11 +02:00
..
BaseState.cs BaseState: an includeChildren walk keeps its state in locals 2026-09-30 15:12:41 +02:00
BaseState.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
Combat.cs Command seam, agents: one PilotCommand per entity, applied once per step by PilotApplier in Zone.Update 2026-10-22 00:32:11 +02:00
Combat.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
Follow.cs Command seam, agents: one PilotCommand per entity, applied once per step by PilotApplier in Zone.Update 2026-10-22 00:32:11 +02:00
Follow.cs.meta Faction play 1: typed doctrine on Faction and one flight per faction per zone 2026-10-08 14:18:41 +02:00
MoveTo.cs Command seam, agents: one PilotCommand per entity, applied once per step by PilotApplier in Zone.Update 2026-10-22 00:32:11 +02:00
MoveTo.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00