public static void AddComponents(Entity subject, System.Action <Acting.Context> Algorithm, params Step[] sequenceSteps) { Stats.AddTo(subject, Registry.Global.Stats._map); Transform.AddTo(subject, Layers.REAL, TransformFlags.Default); FactionComponent.AddTo(subject, Faction.Enemy); Acting.AddTo(subject, Sequential.CalculateAction, Algorithm, Order.Entity); Moving.AddTo(subject); Ticking.AddTo(subject); Pushable.AddTo(subject); Attacking.AddTo(subject, entity => BufferedAttackTargetProvider.Simple, Layers.REAL, Faction.Player); Sequential.AddTo(subject, new Sequence(sequenceSteps)); Attackable.AddTo(subject, Attackness.ALWAYS); Damageable.AddTo(subject, new Health(1)); Displaceable.AddTo(subject, Layers.BLOCK); MoreChains.AddTo(subject, Registry.Global.MoreChains._map); }