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/datum/ai_controller/basic_controller/trooper
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_TARGET_MINIMUM_STAT = HARD_CRIT,
BB_REINFORCEMENTS_SAY = "411 in progress, requesting backup!"
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_planning_subtree/basic_melee_attack_subtree/trooper
melee_attack_behavior = /datum/ai_behavior/basic_melee_attack
/datum/ai_planning_subtree/attack_obstacle_in_path/trooper
attack_behaviour = /datum/ai_behavior/attack_obstructions/trooper
/datum/ai_behavior/attack_obstructions/trooper
action_cooldown = 1.2 SECONDS
/datum/ai_controller/basic_controller/trooper/calls_reinforcements
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/call_reinforcements,
/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_controller/basic_controller/trooper/peaceful
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/target_retaliate,
/datum/ai_planning_subtree/call_reinforcements,
/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_controller/basic_controller/trooper/ranged
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper
ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper
/datum/ai_behavior/basic_ranged_attack/trooper
action_cooldown = 1 SECONDS
required_distance = 5
avoid_friendly_fire = TRUE
/datum/ai_controller/basic_controller/trooper/ranged/burst
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst
ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper_burst
/datum/ai_behavior/basic_ranged_attack/trooper_burst
action_cooldown = 3 SECONDS
avoid_friendly_fire = TRUE
/datum/ai_controller/basic_controller/trooper/ranged/burst/peaceful
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/target_retaliate,
/datum/ai_planning_subtree/call_reinforcements,
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_controller/basic_controller/trooper/ranged/shotgunner
planning_subtrees = list(
/datum/ai_planning_subtree/escape_captivity,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_shotgun,
/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
)
/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_shotgun
ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper_shotgun
/datum/ai_behavior/basic_ranged_attack/trooper_shotgun
action_cooldown = 3 SECONDS
required_distance = 3
avoid_friendly_fire = TRUE
/datum/ai_controller/basic_controller/trooper/viscerator
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
)