/datum/ai_behavior/battle_screech/monkey screeches = list("roar","screech") /datum/ai_behavior/monkey_equip behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH /datum/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success) . = ..() if(!success) //Don't try again on this item if we failed controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[BB_MONKEY_PICKUPTARGET], TRUE) controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET) /// Equips an item on the monkey /// Returns TRUE if it works out, FALSE otherwise /datum/ai_behavior/monkey_equip/proc/equip_item(datum/ai_controller/controller) var/mob/living/living_pawn = controller.pawn var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET] var/best_force = controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND] if(!isturf(living_pawn.loc)) return FALSE if(!target) return FALSE if(target.anchored) //Can't pick it up, so stop trying. return FALSE // Strong weapon else if(target.force > best_force) living_pawn.drop_all_held_items() living_pawn.put_in_hands(target) controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, target.force) return TRUE else if(target.slot_flags) //Clothing == top priority living_pawn.dropItemToGround(target, TRUE) living_pawn.update_icons() if(!living_pawn.equip_to_appropriate_slot(target)) return FALSE //Already wearing something, in the future this should probably replace the current item but the code didn't actually do that, and I dont want to support it right now. return TRUE // EVERYTHING ELSE else if(living_pawn.get_empty_held_indexes()) living_pawn.put_in_hands(target) return TRUE return FALSE /datum/ai_behavior/monkey_equip/ground required_distance = 0 /datum/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller) . = ..() if(equip_item(controller)) return . | AI_BEHAVIOR_SUCCEEDED return . | AI_BEHAVIOR_FAILED /datum/ai_behavior/monkey_equip/pickpocket /datum/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller) . = ..() if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) //We are pickpocketing, don't do ANYTHING!!!! return INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller) /datum/ai_behavior/monkey_equip/pickpocket/proc/attempt_pickpocket(datum/ai_controller/controller) var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET] var/mob/living/victim = target.loc var/mob/living/living_pawn = controller.pawn if(!istype(victim)) finish_action(controller, FALSE) return victim.visible_message(span_warning("[living_pawn] starts trying to take [target] from [victim]!"), span_danger("[living_pawn] tries to take [target]!")) controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, TRUE) var/success = FALSE if(do_after(living_pawn, MONKEY_ITEM_SNATCH_DELAY, victim) && target && living_pawn.CanReach(victim)) for(var/obj/item/I in victim.held_items) if(I == target) victim.visible_message(span_danger("[living_pawn] snatches [target] from [victim]."), span_userdanger("[living_pawn] snatched [target]!")) if(victim.temporarilyRemoveItemFromInventory(target)) if(!QDELETED(target) && !equip_item(controller)) target.forceMove(living_pawn.drop_location()) success = TRUE break else victim.visible_message(span_danger("[living_pawn] tried to snatch [target] from [victim], but failed!"), span_userdanger("[living_pawn] tried to grab [target]!")) finish_action(controller, success) //We either fucked up or got the item. /datum/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success) . = ..() controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE) controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET) /datum/ai_behavior/monkey_flee /datum/ai_behavior/monkey_flee/perform(seconds_per_tick, datum/ai_controller/controller) var/mob/living/living_pawn = controller.pawn if(living_pawn.health >= MONKEY_FLEE_HEALTH) //we're back in bussiness return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED var/mob/living/target = null // flee from anyone who attacked us and we didn't beat down for(var/mob/living/L in view(living_pawn, MONKEY_FLEE_VISION)) if(controller.blackboard[BB_MONKEY_ENEMIES][L] && L.stat == CONSCIOUS) target = L break if(target) GLOB.move_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5) return AI_BEHAVIOR_DELAY return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED /datum/ai_behavior/monkey_attack_mob behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration /datum/ai_behavior/monkey_attack_mob/setup(datum/ai_controller/controller, target_key) . = ..() set_movement_target(controller, controller.blackboard[target_key]) /datum/ai_behavior/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller, target_key) var/mob/living/target = controller.blackboard[target_key] var/mob/living/living_pawn = controller.pawn if(!target || target.stat != CONSCIOUS) //Target == owned return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED if(!isturf(target.loc) || IS_DEAD_OR_INCAP(living_pawn)) // Check if they're a valid target return AI_BEHAVIOR_DELAY // check if target has a weapon var/obj/item/W for(var/obj/item/I in target.held_items) if(!(I.item_flags & ABSTRACT)) W = I break // if the target has a weapon, chance to disarm them var/perform_flags = NONE if(W && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick)) perform_flags = monkey_attack(controller, target, seconds_per_tick, TRUE) else perform_flags = monkey_attack(controller, target, seconds_per_tick, FALSE) return AI_BEHAVIOR_DELAY | perform_flags /datum/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded, target_key) . = ..() var/mob/living/living_pawn = controller.pawn controller.clear_blackboard_key(target_key) if(QDELETED(living_pawn)) // pawn can be null at this point return GLOB.move_manager.stop_looping(living_pawn) /// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little /datum/ai_behavior/monkey_attack_mob/proc/monkey_attack(datum/ai_controller/controller, mob/living/target, seconds_per_tick, disarm) var/mob/living/living_pawn = controller.pawn if(living_pawn.next_move > world.time) return NONE living_pawn.changeNext_move(CLICK_CD_MELEE) //We play fair var/obj/item/weapon = locate(/obj/item) in living_pawn.held_items living_pawn.face_atom(target) living_pawn.set_combat_mode(TRUE) if(isnull(controller.blackboard[BB_MONKEY_GUN_WORKED])) controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE) // attack with weapon if we have one if(living_pawn.CanReach(target, weapon)) if(weapon) weapon.melee_attack_chain(living_pawn, target) else controller.ai_interact(target = target, modifiers = disarm ? list(RIGHT_CLICK = TRUE) : null) controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE) // We reset their memory of the gun being 'broken' if they accomplish some other attack else if(weapon) var/atom/real_target = target if(prob(10)) // Artificial miss real_target = pick(oview(2, target)) var/obj/item/gun/gun = locate() in living_pawn.held_items var/can_shoot = gun?.can_shoot() || FALSE if(gun && controller.blackboard[BB_MONKEY_GUN_WORKED] && prob(95)) // We attempt to attack even if we can't shoot so we get the effects of pulling the trigger gun.interact_with_atom(real_target, living_pawn) controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, can_shoot ? TRUE : prob(80)) // Only 20% likely to notice it didn't work if(can_shoot) controller.set_blackboard_key(BB_MONKEY_GUN_NEURONS_ACTIVATED, TRUE) else living_pawn.throw_item(real_target) controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE) // 'worked' // no de-aggro if(controller.blackboard[BB_MONKEY_AGGRESSIVE]) return NONE // we've queued up a monkey attack on a mob which isn't already an enemy, so give them 1 threat to start // note they might immediately reduce threat and drop from the list. // this is fine, we're just giving them a love tap then leaving them alone. // unless they fight back, then we retaliate // Some mobs delete on death. If the target is no longer alive, go back to idle if(QDELETED(target)) finish_action(controller, TRUE) return if(isnull(controller.blackboard[BB_MONKEY_ENEMIES][target])) controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, 1) /// mob refs are uids, so this is safe if(SPT_PROB(MONKEY_HATRED_REDUCTION_PROB, seconds_per_tick)) controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, -1) // if we are not angry at our target, go back to idle if(controller.blackboard[BB_MONKEY_ENEMIES][target] <= 0) controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target) if(controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] == target) return AI_BEHAVIOR_SUCCEEDED return NONE /datum/ai_behavior/disposal_mob behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration /datum/ai_behavior/disposal_mob/setup(datum/ai_controller/controller, attack_target_key, disposal_target_key) . = ..() set_movement_target(controller, controller.blackboard[attack_target_key]) /datum/ai_behavior/disposal_mob/finish_action(datum/ai_controller/controller, succeeded, attack_target_key, disposal_target_key) . = ..() controller.clear_blackboard_key(attack_target_key) //Reset attack target controller.set_blackboard_key(BB_MONKEY_DISPOSING, FALSE) //No longer disposing controller.clear_blackboard_key(disposal_target_key) //No target disposal /datum/ai_behavior/disposal_mob/perform(seconds_per_tick, datum/ai_controller/controller, attack_target_key, disposal_target_key) if(controller.blackboard[BB_MONKEY_DISPOSING]) //We are disposing, don't do ANYTHING!!!! return AI_BEHAVIOR_DELAY var/mob/living/target = controller.blackboard[attack_target_key] var/mob/living/living_pawn = controller.pawn set_movement_target(controller, target) if(!target) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED if(target.pulledby != living_pawn && !HAS_AI_CONTROLLER_TYPE(target.pulledby, /datum/ai_controller/monkey)) //Dont steal from my fellow monkeys. if(living_pawn.Adjacent(target) && isturf(target.loc)) target.grabbedby(living_pawn) return AI_BEHAVIOR_DELAY //Do the rest next turn var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key] set_movement_target(controller, disposal) if(!disposal) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED if(living_pawn.Adjacent(disposal)) INVOKE_ASYNC(src, PROC_REF(try_disposal_mob), controller, attack_target_key, disposal_target_key) //put him in! return AI_BEHAVIOR_DELAY //This means we might be getting pissed! return AI_BEHAVIOR_DELAY /datum/ai_behavior/disposal_mob/proc/try_disposal_mob(datum/ai_controller/controller, attack_target_key, disposal_target_key) var/mob/living/living_pawn = controller.pawn var/mob/living/target = controller.blackboard[attack_target_key] var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key] controller.set_blackboard_key(BB_MONKEY_DISPOSING, TRUE) if(target && disposal?.stuff_mob_in(target, living_pawn)) disposal.flush() finish_action(controller, TRUE, attack_target_key, disposal_target_key) /datum/ai_behavior/recruit_monkeys/perform(seconds_per_tick, datum/ai_controller/controller) controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN) var/mob/living/living_pawn = controller.pawn for(var/mob/living/nearby_monkey in view(living_pawn, MONKEY_ENEMY_VISION)) if(QDELETED(nearby_monkey) || !HAS_AI_CONTROLLER_TYPE(nearby_monkey, /datum/ai_controller/monkey)) continue if(!SPT_PROB(MONKEY_RECRUIT_PROB, seconds_per_tick)) continue // Recruited a monkey to our side controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN) // Other monkeys now also hate the guy we're currently targeting nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET], MONKEY_RECRUIT_HATED_AMOUNT) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED /datum/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller, set_key, enemies_key) var/list/enemies = controller.blackboard[enemies_key] var/list/valids = list() for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, controller.pawn)) if(possible_enemy == controller.pawn) continue // don't target ourselves if(!enemies[possible_enemy]) //We don't hate this creature! But we might still attack it! if(!controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We are not aggressive either, so we won't attack! continue if(faction_check(possible_enemy.faction, list(FACTION_MONKEY, FACTION_JUNGLE), exact_match = FALSE) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS]) // do not target your team. includes monkys gorillas etc. continue // Weighted list, so the closer they are the more likely they are to be chosen as the enemy valids[possible_enemy] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1) if(!length(valids)) return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED controller.set_blackboard_key(set_key, pick_weight(valids)) return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED