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2025-01-10 13:03:36 +01:00

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///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
/datum/ai_controller/vending_machine
movement_delay = 0.4 SECONDS
blackboard = list(BB_VENDING_CURRENT_TARGET = null,
BB_VENDING_TILT_COOLDOWN = 0,
BB_VENDING_UNTILT_COOLDOWN = 0,
BB_VENDING_BUSY_TILTING = FALSE,
BB_VENDING_LAST_HIT_SUCCESSFUL = FALSE)
var/vision_range = 7
var/search_for_enemy_cooldown = 2 SECONDS
/datum/ai_controller/vending_machine/TryPossessPawn(atom/new_pawn)
if(!istype(new_pawn, /obj/machinery/vending))
return AI_CONTROLLER_INCOMPATIBLE
var/obj/machinery/vending/vendor_pawn = new_pawn
vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves.
vendor_pawn.AddElementTrait(TRAIT_WADDLING, REF(src), /datum/element/waddling)
vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
vendor_pawn.squish_damage = 15
return ..() //Run parent at end
/datum/ai_controller/vending_machine/UnpossessPawn(destroy)
var/obj/machinery/vending/vendor_pawn = pawn
vendor_pawn.tiltable = TRUE
REMOVE_TRAIT(vendor_pawn, TRAIT_WADDLING, REF(src))
vendor_pawn.squish_damage = initial(vendor_pawn.squish_damage)
RemoveElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
return ..() //Run parent at end
/datum/ai_controller/vending_machine/SelectBehaviors(seconds_per_tick)
current_behaviors = list()
var/obj/machinery/vending/vendor_pawn = pawn
if(vendor_pawn.tilted) //We're tilted, try to untilt
if(blackboard[BB_VENDING_UNTILT_COOLDOWN] > world.time)
return
queue_behavior(/datum/ai_behavior/vendor_rise_up)
return
else //Not tilted, try to find target to tilt onto.
if(blackboard[BB_VENDING_TILT_COOLDOWN] > world.time)
return
for(var/mob/living/living_target in oview(vision_range, pawn))
if(living_target.stat || living_target.incorporeal_move) //They're already fucked up or incorporeal
continue
set_blackboard_key(BB_VENDING_CURRENT_TARGET, living_target)
queue_behavior(/datum/ai_behavior/vendor_crush, BB_VENDING_CURRENT_TARGET)
return
set_blackboard_key(BB_VENDING_TILT_COOLDOWN, world.time + search_for_enemy_cooldown)