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Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652)
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/// Generically try to escape from being trapped
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/datum/ai_planning_subtree/escape_captivity
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/// Targeting strategy for use deciding if we can attack a mob grabbing us
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var/targeting_strategy_key = BB_TARGETING_STRATEGY
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/// If true we will never attack objects
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var/pacifist = FALSE
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/datum/ai_planning_subtree/escape_captivity/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/mob/living/living_pawn = controller.pawn
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if (living_pawn.buckled && !ismob(living_pawn.buckled))
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if (!pacifist && !living_pawn.can_hold_items() || living_pawn.usable_hands < 1) // If we don't have hands then prioritise slapping the shit out of whatever we are attached to
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controller.queue_behavior(/datum/ai_behavior/break_out_of_object, living_pawn.buckled)
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else
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controller.queue_behavior(/datum/ai_behavior/resist)
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return SUBTREE_RETURN_FINISH_PLANNING
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if (!isturf(living_pawn.loc) && !ismob(living_pawn.loc))
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var/atom/contained_in = living_pawn.loc
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var/attack_effective = FALSE
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if (!pacifist)
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if (isbasicmob(living_pawn)) // Currently this literally only works for basic mobs because it's hard to check for anyone else but it's ok because only they use this subtree
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var/mob/living/basic/basic_pawn = living_pawn
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attack_effective = basic_pawn.obj_damage > contained_in.damage_deflection
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if (attack_effective)
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controller.queue_behavior(/datum/ai_behavior/break_out_of_object, contained_in)
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else
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controller.queue_behavior(/datum/ai_behavior/resist)
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return SUBTREE_RETURN_FINISH_PLANNING
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var/mob/puller = living_pawn.pulledby
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if (puller && puller.grab_state > GRAB_PASSIVE)
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var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
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var/friends_list = controller.blackboard[BB_FRIENDS_LIST] || list()
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// Only resist grabs from mobs that aren't in our faction
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if (targeting_strategy?.can_attack(living_pawn, puller) && !(puller in friends_list))
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controller.queue_behavior(/datum/ai_behavior/resist)
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return SUBTREE_RETURN_FINISH_PLANNING
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if (HAS_TRAIT(living_pawn, TRAIT_RESTRAINED))
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controller.queue_behavior(/datum/ai_behavior/resist)
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return SUBTREE_RETURN_FINISH_PLANNING
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/// Keep attacking an object while it is our loc or while we are buckled to it
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/datum/ai_behavior/break_out_of_object
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action_cooldown = 0.2 SECONDS
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/datum/ai_behavior/break_out_of_object/setup(datum/ai_controller/controller, atom/target)
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if (!should_attack_target(controller, target))
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return FALSE
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return TRUE
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/datum/ai_behavior/break_out_of_object/perform(seconds_per_tick, datum/ai_controller/controller, atom/target_atom)
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if (!should_attack_target(controller, target_atom))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = target_atom, combat_mode = TRUE)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/break_out_of_object/proc/should_attack_target(datum/ai_controller/controller, atom/target)
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if (QDELETED(target))
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return FALSE
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var/mob/living/pawn = controller.pawn
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if (!pawn.CanReach(target))
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return FALSE
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return pawn.loc == target || pawn.buckled == target
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/datum/ai_planning_subtree/escape_captivity/pacifist
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pacifist = TRUE
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