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[MIRROR] Monkeys won't stay in combat mode forever after getting pissed off anymore. [MDB IGNORE] (#15937)
* Monkeys won't stay in combat mode forever after getting pissed off anymore. (#69488) Monkeys will now drop out of combat mode in the following situations - They have no enemies - They have enemies but the monkey can not target them because they are far away - They have enemies but they are dead/disabled * Monkeys won't stay in combat mode forever after getting pissed off anymore. Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
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co-authored by
itseasytosee
parent
ec2ddf2d68
commit
de503f6b92
@@ -30,10 +30,12 @@
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var/list/enemies = controller.blackboard[BB_MONKEY_ENEMIES]
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if((HAS_TRAIT(controller.pawn, TRAIT_PACIFISM)) || (!length(enemies) && !controller.blackboard[BB_MONKEY_AGGRESSIVE])) //Pacifist, or we have no enemies and we're not pissed
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living_pawn.set_combat_mode(FALSE)
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return
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if(!controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET])
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controller.queue_behavior(/datum/ai_behavior/monkey_set_combat_target, BB_MONKEY_CURRENT_ATTACK_TARGET, BB_MONKEY_ENEMIES)
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living_pawn.set_combat_mode(FALSE)
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return SUBTREE_RETURN_FINISH_PLANNING
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var/datum/weakref/target_ref = controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET]
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@@ -55,6 +57,8 @@
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//by this point we have a target but they're down, let's try dumpstering this loser
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living_pawn.set_combat_mode(FALSE)
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if(!controller.blackboard[BB_MONKEY_TARGET_DISPOSAL])
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controller.queue_behavior(/datum/ai_behavior/find_and_set, BB_MONKEY_TARGET_DISPOSAL, /obj/machinery/disposal, MONKEY_ENEMY_VISION)
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return
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