/** * Generic Instrument Subtree, For your pawn playing instruments * * Requires at least a living mob that can hold items. * * relevant blackboards: * * BB_SONG_INSTRUMENT - set by this subtree, is the song datum the pawn plays music from. * * BB_SONG_LINES - not set by this subtree, is the song loaded into the song datum. */ /datum/ai_planning_subtree/generic_play_instrument/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) var/obj/item/instrument/song_player = controller.blackboard[BB_SONG_INSTRUMENT] if(!song_player) controller.queue_behavior(/datum/ai_behavior/find_and_set/in_hands, BB_SONG_INSTRUMENT, /obj/item/instrument) return //we can't play a song since we do not have an instrument var/list/parsed_song_lines = splittext(controller.blackboard[BB_SONG_LINES], "\n") popleft(parsed_song_lines) //remove BPM as it is parsed out if(!compare_list(song_player.song.lines, parsed_song_lines) || !song_player.song.repeat) controller.queue_behavior(/datum/ai_behavior/setup_instrument, BB_SONG_INSTRUMENT, BB_SONG_LINES) if(!song_player.song.playing) //we may stop playing if we weren't playing before, were setting up dk theme, or ran out of repeats (also causing setup behavior) controller.queue_behavior(/datum/ai_behavior/play_instrument, BB_SONG_INSTRUMENT) /** * Generic Resist Subtree, resist if it makes sense to! * * Requires nothing beyond a living pawn, makes sense on a good amount of mobs since anything can get buckled. * * relevant blackboards: * * None! */ /datum/ai_planning_subtree/generic_resist/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) var/mob/living/living_pawn = controller.pawn if(SHOULD_RESIST(living_pawn) && SPT_PROB(RESIST_SUBTREE_PROB, seconds_per_tick)) controller.queue_behavior(/datum/ai_behavior/resist) //BRO IM ON FUCKING FIRE BRO return SUBTREE_RETURN_FINISH_PLANNING //IM NOT DOING ANYTHING ELSE BUT EXTINGUISH MYSELF, GOOD GOD HAVE MERCY. /** * Generic Hunger Subtree, * * Requires at least a living mob that can hold items. * * relevant blackboards: * * BB_NEXT_HUNGRY - set by this subtree, is when the controller is next hungry */ /datum/ai_planning_subtree/generic_hunger/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) var/next_eat = controller.blackboard[BB_NEXT_HUNGRY] if(!next_eat) //inits the blackboard timer next_eat = world.time + rand(0, 30 SECONDS) controller.set_blackboard_key(BB_NEXT_HUNGRY, next_eat) if(world.time < next_eat) return if(!controller.blackboard[BB_FOOD_TARGET]) controller.queue_behavior(/datum/ai_behavior/find_and_set/edible, BB_FOOD_TARGET, /obj/item, 2) return controller.queue_behavior(/datum/ai_behavior/drop_item) controller.queue_behavior(/datum/ai_behavior/consume, BB_FOOD_TARGET, BB_NEXT_HUNGRY) return SUBTREE_RETURN_FINISH_PLANNING