/// Step away if too close, or towards if too far /datum/ai_planning_subtree/maintain_distance /// Blackboard key holding atom we want to stay away from var/target_key = BB_BASIC_MOB_CURRENT_TARGET /// How close will we allow our target to get? var/minimum_distance = 3 /// How far away will we allow our target to get? var/maximum_distance = 6 /// How far do we look for our target? var/view_distance = 10 /datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) . = ..() var/atom/target = controller.blackboard[target_key] if (!isliving(target) || !can_see(controller.pawn, target, view_distance)) return // Don't run away from cucumbers, they're not snakes var/range = get_dist(controller.pawn, target) if (range < minimum_distance) controller.queue_behavior(/datum/ai_behavior/step_away, target_key) return if (range > maximum_distance) controller.queue_behavior(/datum/ai_behavior/pursue_to_range, target_key, maximum_distance) return /// Take one step away /datum/ai_behavior/step_away behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION required_distance = 0 action_cooldown = 0.2 SECONDS /datum/ai_behavior/step_away/setup(datum/ai_controller/controller, target_key) . = ..() var/atom/current_target = controller.blackboard[target_key] if (QDELETED(current_target)) return FALSE var/mob/living/our_pawn = controller.pawn our_pawn.face_atom(current_target) var/turf/next_step = get_step_away(controller.pawn, current_target) if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE)) set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep) return TRUE var/list/all_dirs = GLOB.alldirs.Copy() all_dirs -= get_dir(controller.pawn, next_step) all_dirs -= get_dir(controller.pawn, current_target) shuffle_inplace(all_dirs) for (var/dir in all_dirs) next_step = get_step(controller.pawn, dir) if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE)) set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep) return TRUE return FALSE /datum/ai_behavior/step_away/perform(seconds_per_tick, datum/ai_controller/controller) . = ..() finish_action(controller, succeeded = TRUE) /datum/ai_behavior/step_away/finish_action(datum/ai_controller/controller, succeeded) . = ..() controller.change_ai_movement_type(initial(controller.ai_movement)) /// Pursue a target until we are within a provided range /datum/ai_behavior/pursue_to_range behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION | AI_BEHAVIOR_MOVE_AND_PERFORM /datum/ai_behavior/pursue_to_range/setup(datum/ai_controller/controller, target_key, range) . = ..() var/atom/current_target = controller.blackboard[target_key] if (QDELETED(current_target)) return FALSE if (get_dist(controller.pawn, current_target) <= range) return FALSE set_movement_target(controller, current_target) /datum/ai_behavior/pursue_to_range/perform(seconds_per_tick, datum/ai_controller/controller, target_key, range) var/atom/current_target = controller.blackboard[target_key] if (!QDELETED(current_target) && get_dist(controller.pawn, current_target) > range) return finish_action(controller, succeeded = TRUE)