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(); }