using Content.Shared.Whitelist;
using Robust.Shared.Collections;
namespace Content.Server.NPC.Components;
///
/// A component that makes the entity friendly to nearby creatures it sees on init.
///
[RegisterComponent]
public sealed partial class NPCImprintingOnSpawnBehaviourComponent : Component
{
///
/// filter who can be a friend to this creature
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// when a creature appears, it will memorize all creatures in the radius to remember them as friends
///
[DataField]
public float SpawnFriendsSearchRadius = 3f;
///
/// if there is a FollowCompound in HTN, the target of the following will be selected from random nearby targets when it appears
///
[DataField]
public bool Follow = true;
///
/// is used to determine who became a friend from this component
///
[DataField]
public List Friends = new();
}