///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work. /datum/ai_controller/vending_machine movement_delay = 0.4 SECONDS blackboard = list(BB_VENDING_CURRENT_TARGET = null, BB_VENDING_TILT_COOLDOWN = 0, BB_VENDING_UNTILT_COOLDOWN = 0, BB_VENDING_BUSY_TILTING = FALSE, BB_VENDING_LAST_HIT_SUCCESFUL = FALSE) var/vision_range = 7 var/search_for_enemy_cooldown = 2 SECONDS /datum/ai_controller/vending_machine/TryPossessPawn(atom/new_pawn) if(!istype(new_pawn, /obj/machinery/vending)) return AI_CONTROLLER_INCOMPATIBLE var/obj/machinery/vending/vendor_pawn = new_pawn vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves. vendor_pawn.AddElementTrait(TRAIT_WADDLING, REF(src), /datum/element/waddling) vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE) vendor_pawn.squish_damage = 15 return ..() //Run parent at end /datum/ai_controller/vending_machine/UnpossessPawn(destroy) var/obj/machinery/vending/vendor_pawn = pawn vendor_pawn.tiltable = TRUE REMOVE_TRAIT(vendor_pawn, TRAIT_WADDLING, REF(src)) vendor_pawn.squish_damage = initial(vendor_pawn.squish_damage) RemoveElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE) return ..() //Run parent at end /datum/ai_controller/vending_machine/SelectBehaviors(seconds_per_tick) current_behaviors = list() var/obj/machinery/vending/vendor_pawn = pawn if(vendor_pawn.tilted) //We're tilted, try to untilt if(blackboard[BB_VENDING_UNTILT_COOLDOWN] > world.time) return queue_behavior(/datum/ai_behavior/vendor_rise_up) return else //Not tilted, try to find target to tilt onto. if(blackboard[BB_VENDING_TILT_COOLDOWN] > world.time) return for(var/mob/living/living_target in oview(vision_range, pawn)) if(living_target.stat || living_target.incorporeal_move) //They're already fucked up or incorporeal continue set_blackboard_key(BB_VENDING_CURRENT_TARGET, living_target) queue_behavior(/datum/ai_behavior/vendor_crush, BB_VENDING_CURRENT_TARGET) return set_blackboard_key(BB_VENDING_TILT_COOLDOWN, world.time + search_for_enemy_cooldown)