Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
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@@ -0,0 +1,10 @@
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namespace Content.Server.NPC.Queries.Considerations;
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/// <summary>
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/// Returns 1f if the target has the <see cref="StunnedComponent"/>
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/// </summary>
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public sealed partial class TargetIsStunnedCon : UtilityConsideration
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{
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}
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@@ -19,6 +19,7 @@ using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Stunnable;
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using Content.Shared.Tools.Systems;
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using Content.Shared.Turrets;
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using Content.Shared.Weapons.Melee;
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@@ -360,6 +361,10 @@ public sealed class NPCUtilitySystem : EntitySystem
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return 1f;
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return 0f;
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}
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case TargetIsStunnedCon:
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{
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return HasComp<StunnedComponent>(targetUid) ? 1f : 0f;
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}
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case TurretTargetingCon:
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{
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if (!TryComp<TurretTargetSettingsComponent>(owner, out var turretTargetSettings) ||
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