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[MIRROR] ice demon basic mobs [MDB IGNORE] (#24188)
* ice demon basic mobs * Modular updates * Modular updates --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
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@@ -8,6 +8,8 @@
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var/maximum_distance = 6
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/// How far do we look for our target?
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var/view_distance = 10
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/// the run away behavior we will use
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var/run_away_behavior = /datum/ai_behavior/step_away
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/datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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@@ -16,12 +18,15 @@
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return // Don't run away from cucumbers, they're not snakes
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var/range = get_dist(controller.pawn, target)
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if (range < minimum_distance)
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controller.queue_behavior(/datum/ai_behavior/step_away, target_key)
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controller.queue_behavior(run_away_behavior, target_key, minimum_distance)
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return
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if (range > maximum_distance)
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controller.queue_behavior(/datum/ai_behavior/pursue_to_range, target_key, maximum_distance)
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return
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/datum/ai_planning_subtree/maintain_distance/cover_minimum_distance
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run_away_behavior = /datum/ai_behavior/cover_minimum_distance
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/// Take one step away
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/datum/ai_behavior/step_away
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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@@ -80,3 +85,32 @@
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if (!QDELETED(current_target) && get_dist(controller.pawn, current_target) > range)
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return
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finish_action(controller, succeeded = TRUE)
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///instead of taking a single step, we cover the entire distance
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/datum/ai_behavior/cover_minimum_distance
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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required_distance = 0
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action_cooldown = 0.2 SECONDS
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/datum/ai_behavior/cover_minimum_distance/setup(datum/ai_controller/controller, target_key, minimum_distance)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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var/required_distance = minimum_distance - get_dist(controller.pawn, target) //the distance we need to move
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var/distance = 0
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var/turf/chosen_turf
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for(var/turf/open/potential_turf in oview(required_distance, controller.pawn))
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var/new_distance_from_target = get_dist(potential_turf, target)
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if(potential_turf.is_blocked_turf())
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continue
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if(new_distance_from_target > distance)
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chosen_turf = potential_turf
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distance = new_distance_from_target
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if(isnull(chosen_turf))
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return FALSE
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set_movement_target(controller, target = chosen_turf)
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/datum/ai_behavior/cover_minimum_distance/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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. = ..()
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finish_action(controller, succeeded = TRUE)
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@@ -4,28 +4,28 @@
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/// Blackboard key holding target atom
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// What AI behaviour do we actually run?
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var/datum/ai_behavior/ranged_skirmish/attack_behavior = /datum/ai_behavior/ranged_skirmish
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/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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if(!controller.blackboard_key_exists(target_key))
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return
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controller.queue_behavior(attack_behavior, target_key, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION)
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/// How often will we try to perform our ranged attack?
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/datum/ai_behavior/ranged_skirmish
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action_cooldown = 1 SECONDS
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var/attack_behavior = /datum/ai_behavior/ranged_skirmish
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/// If target is further away than this we don't fire
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var/max_range = 9
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/// If target is closer than this we don't fire
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var/min_range = 2
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/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
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/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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if(!controller.blackboard_key_exists(target_key))
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return
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controller.queue_behavior(attack_behavior, target_key, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION, max_range, min_range)
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/// How often will we try to perform our ranged attack?
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/datum/ai_behavior/ranged_skirmish
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action_cooldown = 1 SECONDS
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/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key, max_range, min_range)
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. = ..()
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var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key]
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return !QDELETED(target)
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/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
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/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key, max_range, min_range)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if (QDELETED(target))
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@@ -0,0 +1,56 @@
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///behavior to activate ability to escape from target
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/datum/ai_planning_subtree/teleport_away_from_target
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///minimum distance away from the target before we execute behavior
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var/minimum_distance = 2
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///the ability we will execute
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var/ability_key
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/datum/ai_planning_subtree/teleport_away_from_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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if(!controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET))
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return
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var/atom/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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var/distance_from_target = get_dist(target, controller.pawn)
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if(distance_from_target >= minimum_distance)
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controller.clear_blackboard_key(BB_ESCAPE_DESTINATION)
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return
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var/datum/action/cooldown/ability = controller.blackboard[ability_key]
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if(!ability?.IsAvailable())
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return
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var/turf/location_turf = controller.blackboard[BB_ESCAPE_DESTINATION]
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if(isnull(location_turf))
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controller.queue_behavior(/datum/ai_behavior/find_furthest_turf_from_target, BB_BASIC_MOB_CURRENT_TARGET, BB_ESCAPE_DESTINATION, minimum_distance)
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return SUBTREE_RETURN_FINISH_PLANNING
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if(get_dist(location_turf, target) < minimum_distance || !can_see(controller.pawn, location_turf)) //target moved close too close or we moved too far since finding the target turf
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controller.clear_blackboard_key(BB_ESCAPE_DESTINATION)
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return
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controller.queue_behavior(/datum/ai_behavior/targeted_mob_ability/and_clear_target, ability_key, BB_ESCAPE_DESTINATION)
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///find furtherst turf target so we may teleport to it
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/datum/ai_behavior/find_furthest_turf_from_target
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/datum/ai_behavior/find_furthest_turf_from_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key, set_key, range)
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var/mob/living/living_target = controller.blackboard[target_key]
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if(QDELETED(living_target))
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return
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var/distance = 0
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var/turf/chosen_turf
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for(var/turf/open/potential_destination in oview(range, living_target))
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if(potential_destination.is_blocked_turf())
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continue
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var/new_distance_to_target = get_dist(potential_destination, living_target)
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if(new_distance_to_target > distance)
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chosen_turf = potential_destination
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distance = new_distance_to_target
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if(distance == range)
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break //we have already found the max distance
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if(isnull(chosen_turf))
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finish_action(controller, FALSE)
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return
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controller.set_blackboard_key(set_key, chosen_turf)
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finish_action(controller, TRUE)
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