///Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon. /datum/ai_behavior ///What distance you need to be from the target to perform the action var/required_distance = 1 ///Flags for extra behavior var/behavior_flags = NONE ///Cooldown between actions performances, defaults to the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior var/action_cooldown = CLICK_CD_MELEE /// Called by the ai controller when first being added. Additional arguments depend on the behavior type. /// Return FALSE to cancel /datum/ai_behavior/proc/setup(datum/ai_controller/controller, ...) return TRUE ///Called by the AI controller when this action is performed /datum/ai_behavior/proc/perform(delta_time, datum/ai_controller/controller, ...) controller.behavior_cooldowns[src] = world.time + action_cooldown return ///Called when the action is finished. This needs the same args as perform besides the default ones /datum/ai_behavior/proc/finish_action(datum/ai_controller/controller, succeeded, ...) LAZYREMOVE(controller.current_behaviors, src) controller.behavior_args -= type if(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //If this was a movement task, reset our movement target if necessary if(!(behavior_flags & AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH)) controller.current_movement_target = null if(!(behavior_flags & AI_BEHAVIOR_KEEP_MOVING_TOWARDS_TARGET_ON_FINISH)) controller.ai_movement.stop_moving_towards(controller)