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Pathfinder Module no longer pathfinds (#94261)
## About The Pull Request  Removes the "pathfinding through the halls" function of the MODsuit pathfinder module in favour of having it "fly" to your location in the same manner as cargo pods (by getting inside an invisible cargo pod). If it's inside a locked crate or locker when this happens it will break the door on the way out, so be careful where you leave it. ## Why It's Good For The Game Mostly because nobody uses the pathfinder module. Pathfinding through the corridors is _cool_ on a conceptual level but it's not very practical, _especially_ because it means that it has a good chance of not functioning at all if you are on a station with Z levels. This method means that it will always arrive in the same amount of time (quite fast, but not fast enough that it will arrive before someone can shoot you) regardless of where you are when you suddenly realise that you need spaceproofing rather than drip. Also Fikou asked me to do it. ## Changelog 🆑 balance: The Captain's MODSuit pathfinder module now flies it directly to their location rather than physically traversing the halls of the station. /🆑
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@@ -53,6 +53,3 @@
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/datum/ai_movement/jps/bot/travel_to_beacon
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maximum_length = AI_BOT_PATH_LENGTH
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max_pathing_attempts = 10
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/datum/ai_movement/jps/modsuit
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maximum_length = MOD_AI_RANGE
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@@ -1,48 +0,0 @@
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/// An AI controller for the MODsuit pathfinder module. It's activated by module and attaches itself to the user.
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/datum/ai_controller/mod
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blackboard = list(
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BB_MOD_TARGET,
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BB_MOD_MODULE,
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)
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can_idle = FALSE
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max_target_distance = MOD_AI_RANGE //a little spicy but its one specific item that summons it, and it doesn't run otherwise
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ai_movement = /datum/ai_movement/jps/modsuit
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///ID card generated from the suit's required access. Used for pathing.
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var/obj/item/card/id/advanced/id_card
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/datum/ai_controller/mod/TryPossessPawn(atom/new_pawn)
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if(!istype(new_pawn, /obj/item/mod/control))
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return AI_CONTROLLER_INCOMPATIBLE
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var/obj/item/mod/control/mod = new_pawn
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id_card = new /obj/item/card/id/advanced/simple_bot()
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if(length(mod.req_access))
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id_card.set_access(mod.req_access)
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return ..() //Run parent at end
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/datum/ai_controller/mod/UnpossessPawn(destroy)
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QDEL_NULL(id_card)
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return ..() //Run parent at end
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/datum/ai_controller/mod/SelectBehaviors(seconds_per_tick)
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current_behaviors = list()
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if(blackboard[BB_MOD_TARGET] && blackboard[BB_MOD_MODULE])
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queue_behavior(/datum/ai_behavior/mod_attach)
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/datum/ai_controller/mod/get_access()
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return id_card.GetAccess()
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/datum/ai_behavior/mod_attach
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/mod_attach/perform(seconds_per_tick, datum/ai_controller/controller)
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if(!controller.pawn.Adjacent(controller.blackboard[BB_MOD_TARGET]))
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return AI_BEHAVIOR_DELAY
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var/obj/item/mod/module/pathfinder/module = controller.blackboard[BB_MOD_MODULE]
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module.attach(controller.blackboard[BB_MOD_TARGET])
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/mod_attach/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_MOD_TARGET)
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var/obj/item/mod/module/pathfinder/module = controller.blackboard[BB_MOD_MODULE]
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module.end_recall(succeeded)
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