Files
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

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1.9 KiB
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/// Try to escape from your current target, without performing any other actions.
/datum/ai_planning_subtree/flee_target
/// Behaviour to execute in order to flee
var/flee_behaviour = /datum/ai_behavior/run_away_from_target
/// Blackboard key in which to store selected target
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// Blackboard key in which to store selected target's hiding place
var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
/datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/atom/flee_from = controller.blackboard[target_key]
if(!should_flee(controller, flee_from))
return
var/flee_distance = controller.blackboard[BB_BASIC_MOB_FLEE_DISTANCE] || DEFAULT_BASIC_FLEE_DISTANCE
if (get_dist(controller.pawn, flee_from) >= flee_distance)
return
controller.queue_behavior(flee_behaviour, target_key, hiding_place_key)
return SUBTREE_RETURN_FINISH_PLANNING //we gotta get out of here.
/datum/ai_planning_subtree/flee_target/proc/should_flee(datum/ai_controller/controller, atom/flee_from)
if (controller.blackboard[BB_BASIC_MOB_STOP_FLEEING] || QDELETED(flee_from))
return FALSE
return TRUE
/// Try to escape from your current target, without performing any other actions.
/// Reads from some fleeing-specific targeting keys rather than the current mob target.
/datum/ai_planning_subtree/flee_target/from_flee_key
target_key = BB_BASIC_MOB_FLEE_TARGET
hiding_place_key = BB_BASIC_MOB_FLEE_TARGET_HIDING_LOCATION
/// A subtype that forces the mob to flee from targets with the scary fisherman trait anyway.
/datum/ai_planning_subtree/flee_target/from_fisherman
/datum/ai_planning_subtree/flee_target/from_fisherman/should_flee(datum/ai_controller/controller, atom/flee_from)
if (!QDELETED(flee_from) && HAS_TRAIT(flee_from, TRAIT_SCARY_FISHERMAN))
return TRUE
return ..()