using Content.Server.Interaction;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems;
///
/// Handles combat for NPCs.
///
public sealed partial class NPCCombatSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly NPCSteeringSystem _steering = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
///
/// If disabled we'll move into range but not attack.
///
public bool Enabled = true;
public override void Initialize()
{
base.Initialize();
InitializeMelee();
InitializeRanged();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateMelee(frameTime);
UpdateRanged(frameTime);
}
}