NPC:SetEnemy( )

# Description

Sets the target for an NPC.

# Arguments

Entity enemy

The enemy that the NPC should target

# Arguments

boolean newenemy=true

Calls NPC:SetCondition(COND_NEW_ENEMY) if the new enemy is valid and not equal to the last enemy.

# Examples

## Example

If an NPC has no specific target, they will start to target the closest player they are hostile to, or nothing if there are none. This is run every tick on the server and can be a bottleneck if player and/or entity counts are high, so consider adding a CurTime cooldown if you plan on using this in-game.

```hook.Add( "Think", "NPCAutoSeekPlayer", function()
local npcs = ents.GetAll()
local plys = player.GetAll()
local plyCount = #plys

-- No point trying to give NPCs a player when there are none
if ( plyCount == 0 ) then
return
end

-- Loop over all entities and check for NPCs
for i = 1, #npcs do
local npc = npcs[ i ]

-- If this entity is an NPC without an enemy, give them one
if ( npc:IsNPC() && !IsValid( npc:GetEnemy() ) ) then
local curPly = nil			-- Closest player
local curPlyPos = nil		-- Position of closest player
local curDist = math.huge	-- Lowest distance between npc and player

local npcPos = npc:GetPos()	-- Position of the NPC

-- Loop over all players to check their distance from the NPC
for i = 1, plyCount do
local ply = plys[ i ]

-- Only consider players that this NPC hates
if ( npc:Disposition( ply ) == D_HT ) then
-- TODO: You can optimise looking up each player's position (constant)
-- for every NPC by generating a table of:
--- key = player identifier (entity object, UserID, EntIndex, etc.)
--- value = player's position vector
-- for the first NPC that passes to this part of the code,
-- then reuse it for other NPCs
local plyPos = ply:GetPos()

-- Use DistToSqr for distance comparisons since
-- it's more efficient than Distance, and the
-- non-squared distance isn't needed for anything
local dist = npcPos:DistToSqr( plyPos )

-- If the new distance is lower, update the player information
if ( dist < curDist ) then
curPly = ply
curPlyPos = plyPos
curDist = dist
end
end
end

-- curPly is guarenteed to be valid since this code
-- will only run if there is at least one player
npc:SetEnemy( curPly )
npc:UpdateEnemyMemory( curPly, curPlyPos )
end
end
end )```