EntityTag.angry_at - entity a warden is the most angry at.
EntityTag.clear_anger mech - clears a warden's anger at a specific entity.
EntityTag.anger mech - sets a warden's anger at a specific entity.
EntityTag.increase_anger mech - increases a warden's anger towards a specific entity.
EntityTag.sense_disturbance mech - makes a warden sense a disturbance at the input location.
[!NOTE]
Naming
Since these are all global tags/mechs, not sure if we want more specific naming? I can see these maybe conflicting in the future.
[!NOTE]
Anger mechanisms
The EntityTag.anger mech internally just does EntityTag.clear_anger and EntityTag.increase_anger, which technically means we can remove both of these in favor of it/the other way around? but considering it does some decently complex warden AI stuff internally being able to do these operations separately is probably a good idea - let me know if any of these should be removed.
[!NOTE]
Highest anger tag
The highest anger tag is a little weird internally (entity == null ? this.highestAnger : this.angerBySuspect.getInt(entity) with it's current target), tried documenting & naming it but let me know if you have any suggestions.
Requested on Discord.
Additions
EntityTag.highest_anger
- warden's anger at it's target or it's highest anger amount.EntityTag.anger_at[<entity>]
- warden's anger at a specific entity.EntityTag.anger_level
- warden's anger level (util enum thingy).EntityTag.angry_at
- entity a warden is the most angry at.EntityTag.clear_anger
mech - clears a warden's anger at a specific entity.EntityTag.anger
mech - sets a warden's anger at a specific entity.EntityTag.increase_anger
mech - increases a warden's anger towards a specific entity.EntityTag.sense_disturbance
mech - makes a warden sense a disturbance at the input location.