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df7832aa43 Replaced our NPC AI with Behavior Trees. (#96628)
This PR replaces our current NPC AI with a [behavior tree
system](https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)).
Behavior trees are a common way of creating AI in which you place nodes
in a tree structure to define what actions an AI should take.

AI controllers defined a list of /datum/ai_planning_subtree types in
behavior_nodes. Each subtree was a self-contained unit that could call
queue_behavior() to fire off /datum/ai_behavior actions. The controller
iterated subtrees in order, each one deciding independently whether to
queue something and deciding whether the next subtree would run.

This has a few issues:
1. There's no real structure; you are just defining a list of things to
try in order.
2. There was a loooot of subtrees that were basically the same as
another but with some slight modification
3. It was hard to understand.

Controllers now define a single json file describing a tree of nodes.
The tree is composed of structural composites:

Sequence - do A, then B, then C (and so on)
Selector - try A, if it fails try B, then C (and so on)
Parallel - run A and B simultaneously, with configurable failure/success
policies and or looping behavior
Subplan - loop a child continiously

Along that we also have "Decorators". These are nodes that basically
check a condition (E.g.; do we have a combat target). These decorators
can be used to gate behavior and are re-useable across behavior trees.
They also have a concept known as "Observers". Which lets them cancel
lower priority behavior in case their condition changes (Which we check
whenever a signal fires that fits that specific decorator). This makes
the AI much more responsive to change in environment.

For behaviors, we still use the ai_behavior datums. These are the actual
behaviors such as "Move to X", "Attack X". The only major change is that
these can no longer sleep() since they now run in the ai_controller.

Lastly, we now also have subtrees, except now they are essentially
pieces of behavior tree that can be re-used, or even overriden at
runtime or as a variable. Allowing for making modular AI made out of
several smaller trees.

You can set variables on these nodes directly via the extension (see
below), which should reduce the need to make subtypes of behaviors by a
lot. All of these vars are saved on the JSON and will be applied at
runtime.

If you are using subtrees, you can also assign "bindings" to these
variables, which will allow instances of the subtree to override those
variables.

Since a tree structure with variables becomes hard to parse in a JSON,
I've made a VSCode extension to edit these JSONs:

https://marketplace.visualstudio.com/items?itemName=BehaviorTreeG.behaviortreeg
https://github.com/CabinetOnFire/BehaviorTreeG

<img width="1795" height="1268" alt="image"
src="https://github.com/user-attachments/assets/56aa2f0b-3cf9-449f-bca4-8281fca82db6"
/>

This extension allows you to edit the behavior tree JSONs, and browse
through all the behaviors/decorators/subtrees we have

If you'd like more info on how to build these AI check out the
learn_ai.md. I will also make a tutorial to go over more depth on what
the system offers because I kind of suck at doing technical write-ups.

Targetting has been changed to. I've made a new acquire_targets behavior
that takes a target_source (what am I targetting) and
targetting_strategy (what does the candidate need to fulfill to be
considered a target). This allows us to make composites targetting
combinations to reduce the amount of specific find_and_set esque
behaviors we had before. Not everything is ported to this system but
that would be a longer term goal.

I've added a new build_bt script that converts all the behavior tree
JSONs into compiled versions. Why is this needed? Because I wanted to
keep using defines in behavior trees, so we need a way to convert this
into literal values before we send it to DM. This script runs on compile
and should also run in CI (If I didn't fuck that up!). This saves to a
new build/ folder.

I've ported every single AI in the game to this system (except raptors,
Kobsa is working on those so should be in soon!), so I do expect some
bugs to come out of this. But I also fixed some issues that have
probably been in the game for a long time such as:
- Fixed penguins being unable to fish
- Fixed bileworms not being able to devour people
- Fixes goldgrubs not grubbing gold (they could not mine!)
- Lizards actually eat food they find

Either way, I'd reccomend a long TM on this.

1. (Hopefully) a better development experience for making AI
2. Less copy-paste for behaviors, we should be able to re-use more
pieces to make behavior
3. Behavior trees is a more common pattern in making AI, so it should be
easier to find resources to find out how to do things.

🆑 CabinetOnFire, Iamgoofball, SmartKar, Ben10omintrix
refactor: Replaces our AI system with behavior trees, porting all
datum/ai to it
/🆑

I will add this PR with more details down the line. I think I got the
big picture but its a big PR, so sorry if I missed something important.

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-08-15 10:33:57 -06:00

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/mob/living/basic/mouse
name = "mouse"
desc = "This cute little guy just loves the taste of insulated electrical cables. Isn't he adorable?"
icon_state = "mouse_gray"
icon_living = "mouse_gray"
icon_dead = "mouse_gray_dead"
held_state = "mouse_gray"
maxHealth = 5
health = 5
density = FALSE
pass_flags = PASSTABLE|PASSGRILLE|PASSMOB
mob_size = MOB_SIZE_TINY
held_w_class = WEIGHT_CLASS_TINY
mob_biotypes = MOB_ORGANIC|MOB_BEAST
gold_core_spawnable = FRIENDLY_SPAWN
faction = list(FACTION_RAT, FACTION_MAINT_CREATURES)
butcher_results = list(/obj/item/food/meat/slab/mouse = 1)
speak_emote = list("squeaks")
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "gently pushes aside"
response_disarm_simple = "gently push aside"
response_harm_continuous = "splats"
response_harm_simple = "splat"
ai_controller = /datum/ai_controller/basic_controller/mouse
/// What color our mouse is. Brown, gray and white - leave blank for random.
var/body_color
/// Does this mouse contribute to the ratcap?
var/contributes_to_ratcap = TRUE
/// Probability that, if we successfully bite a shocked cable, that we will die to it.
var/cable_zap_prob = 85
///list of pet commands we follow
var/static/list/pet_commands = list(
/datum/pet_command/idle,
/datum/pet_command/free,
/datum/pet_command/follow/start_active,
/datum/pet_command/perform_trick_sequence,
)
/datum/emote/mouse
abstract_type = /datum/emote/mouse
mob_type_allowed_typecache = /mob/living/basic/mouse
mob_type_blacklist_typecache = list()
/datum/emote/mouse/squeak
key = "squeak"
key_third_person = "squeaks"
message = "squeak!"
emote_type = EMOTE_VISIBLE | EMOTE_AUDIBLE
vary = TRUE
sound = 'sound/mobs/non-humanoids/mouse/mousesqueek.ogg'
/mob/living/basic/mouse/Initialize(mapload, tame = FALSE, new_body_color)
. = ..()
if(contributes_to_ratcap)
SSmobs.cheeserats |= src
ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
if(tame)
ADD_TRAIT(src, TRAIT_TAMED, INNATE_TRAIT)
if(!isnull(new_body_color))
body_color = new_body_color
if(isnull(body_color))
body_color = pick("brown", "gray", "white")
held_state = "mouse_[body_color]" // not handled by variety element
AddElement(/datum/element/animal_variety, "mouse", body_color, FALSE)
AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOUSE, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 10)
AddComponent(/datum/component/squeak, list('sound/mobs/non-humanoids/mouse/mousesqueek.ogg' = 1), 100, extrarange = SHORT_RANGE_SOUND_EXTRARANGE) //as quiet as a mouse or whatever
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddComponent(/datum/component/obeys_commands, pet_commands)
AddElement(/datum/element/connect_loc, loc_connections)
make_tameable()
AddComponent(/datum/component/swarming, 16, 16) //max_x, max_y
AddElement(/datum/element/can_be_held)
/mob/living/basic/mouse/proc/make_tameable()
if (HAS_TRAIT(src, TRAIT_TAMED))
add_faction(FACTION_NEUTRAL)
else
var/static/list/food_types = list(/obj/item/food/cheese)
AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 100)
AddElement(/datum/element/regal_rat_minion, converted_path = /mob/living/basic/mouse/rat, pet_commands = GLOB.regal_rat_minion_commands)
/mob/living/basic/mouse/Destroy()
SSmobs.cheeserats -= src
return ..()
/mob/living/basic/mouse/examine(mob/user)
. = ..()
var/sameside = user.faction_check_atom(src, exact_match = TRUE)
if(isregalrat(user))
if(sameside)
. += span_notice("This rat serves under you.")
else
. += span_warning("This peasant serves a different king! Strike [p_them()] down!")
else if(user != src && ismouse(user))
if(sameside)
. += span_notice("You both serve the same king.")
else
. += span_warning("This fool serves a different king!")
/// Kills the rat and changes its icon state to be splatted (bloody).
/mob/living/basic/mouse/proc/splat()
icon_dead = "mouse_[body_color]_splat"
adjust_health(maxHealth)
// On revival, re-add the mouse to the ratcap, or block it if we're at it
/mob/living/basic/mouse/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
if(!contributes_to_ratcap)
return ..()
var/aheal_included = full_heal_flags & HEAL_ADMIN
var/cap = CONFIG_GET(number/ratcap)
if(!aheal_included && !ckey && length(SSmobs.cheeserats) >= cap)
visible_message(span_warning("[src] twitches, but does not continue moving \
due to the overwhelming rodent population on the station!"))
return
. = ..()
if(stat != DEAD)
SSmobs.cheeserats |= src
// On death, remove the mouse from the ratcap, and turn it into an item if applicable
/mob/living/basic/mouse/death(gibbed)
SSmobs.cheeserats -= src
// Rats with a mind will not turn into a lizard snack on death
if(mind)
return ..()
// Call parent with gibbed = TRUE, becuase we're getting rid of the body
. = ..(TRUE)
// Now if we were't ACTUALLY gibbed, spawn the dead mouse
if(!gibbed)
var/make_a_corpse = TRUE
var/place_to_make_corpse = loc
var/must_equip = FALSE
var/equip_slot
var/mob/holding_mob
var/obj/item/mob_holder/found_holder
if(istype(loc, /obj/item/mob_holder))//If our mouse is dying in place holder we want to put the dead mouse where the place holder was
found_holder = loc
place_to_make_corpse = found_holder.loc
if(istype(found_holder.loc,/mob/living/carbon))
holding_mob = found_holder.loc
place_to_make_corpse = get_turf(holding_mob)
equip_slot = holding_mob.get_slot_by_item(found_holder)
if(equip_slot == ITEM_SLOT_HANDS || equip_slot == ITEM_SLOT_RPOCKET || equip_slot == ITEM_SLOT_LPOCKET)
must_equip = TRUE
if(istype(found_holder.loc, /obj/machinery/microwave))//Microwaves gib things that die when cooked, so we don't need to make a dead body too
make_a_corpse = FALSE
if(make_a_corpse)
var/obj/item/food/deadmouse/mouse = new(place_to_make_corpse)
mouse.copy_corpse(src)
if(HAS_TRAIT(src, TRAIT_BEING_SHOCKED))
mouse.desc = "They're toast."
mouse.add_atom_colour("#3A3A3A", FIXED_COLOUR_PRIORITY)
found_holder?.release(FALSE)
if(must_equip)
if(equip_slot == ITEM_SLOT_HANDS)
holding_mob.dropItemToGround(found_holder)
holding_mob.equip_to_slot(mouse,equip_slot)
qdel(src)
/mob/living/basic/mouse/UnarmedAttack(atom/attack_target, proximity_flag, list/modifiers)
. = ..()
if(!.)
return
if(!proximity_flag)
return
if(istype(attack_target, /obj/item/food/cheese))
try_consume_cheese(attack_target)
return TRUE
if(istype(attack_target, /obj/structure/cable))
try_bite_cable(attack_target)
return TRUE
/// Signal proc for [COMSIG_ATOM_ENTERED]. Sends a lil' squeak to chat when someone walks over us.
/mob/living/basic/mouse/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(ishuman(entered) && stat == CONSCIOUS)
to_chat(entered, span_notice("[icon2html(src, entered)] Squeak!"))
/// Called when a mouse is hand-fed some cheese, it will stop being afraid of humans
/mob/living/basic/mouse/tamed(mob/living/tamer, obj/item/food/cheese/cheese)
. = ..()
new /obj/effect/temp_visual/heart(loc)
add_faction(FACTION_NEUTRAL)
try_consume_cheese(cheese)
ai_controller.cancel_current_plan() // Interrupt any current fleeing
/// Attempts to consume a piece of cheese, causing a few effects.
/mob/living/basic/mouse/proc/try_consume_cheese(obj/item/food/cheese/cheese)
// Royal cheese will evolve us into a regal rat
if(istype(cheese, /obj/item/food/cheese/royal))
visible_message(
span_warning("[src] devours [cheese]! They morph into something... greater!"),
span_notice("You devour [cheese], and start morphing into something... greater!"),
)
evolve_into_regal_rat()
qdel(cheese)
return
var/cap = CONFIG_GET(number/ratcap)
// Normal cheese will either heal us
if(prob(90) || health < maxHealth)
visible_message(
span_notice("[src] nibbles [cheese]."),
span_notice("You nibble [cheese][health < maxHealth ? ", restoring your health" : ""].")
)
adjust_health(-maxHealth)
// Or, if we're at full health, there's a 10% chance that normal cheese will spawn a new mouse
// ...if the rat cap allows us, that is
else if(length(SSmobs.cheeserats) >= cap)
visible_message(
span_warning("[src] carefully eats [cheese], hiding it from the [cap] mice on the station!"),
span_notice("You carefully nibble [cheese], hiding it from the [cap] other mice on board the station.")
)
else
visible_message(
span_notice("[src] nibbles through [cheese], attracting another mouse!"),
span_notice("You nibble through [cheese], attracting another mouse!")
)
create_a_new_rat()
qdel(cheese)
/// Evolves this rat into a regal rat
/mob/living/basic/mouse/proc/evolve_into_regal_rat()
var/mob/living/basic/regal_rat/controlled/regalrat = new(loc)
mind?.transfer_to(regalrat)
INVOKE_ASYNC(regalrat, TYPE_PROC_REF(/atom/movable, say), "RISE, MY SUBJECTS! SCREEEEEEE!")
qdel(src)
/// Creates a new mouse based on this mouse's subtype.
/mob/living/basic/mouse/proc/create_a_new_rat()
new /mob/living/basic/mouse(loc, HAS_TRAIT(src, TRAIT_TAMED))
/// Biting into a cable will cause a mouse to get shocked and die if applicable. Or do nothing if they're lucky.
/mob/living/basic/mouse/proc/try_bite_cable(obj/structure/cable/cable)
if(cable.avail() && !HAS_TRAIT(src, TRAIT_SHOCKIMMUNE) && prob(cable_zap_prob))
visible_message(
span_warning("[src] chews through \the [cable]. It's toast!"),
span_userdanger("As you bite deeply into [cable], you suddenly realize this may have been a bad idea."),
span_hear("You hear electricity crack."),
)
// Finely toasted
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, TRAIT_GENERIC)
// Unfortunately we can't check the return value of electrocute_act before displaying a message,
// as it's possible the damage from electrocution results in our hunter being deleted.
// But what are the odds of the shock failing? Hahaha...
electrocute_act(maxHealth * 2, cable, flags = SHOCK_SUPPRESS_MESSAGE)
else
visible_message(
span_warning("[src] chews through \the [cable]."),
span_notice("You chew through \the [cable]."),
)
playsound(cable, 'sound/effects/sparks/sparks2.ogg', 100, TRUE)
cable.deconstruct()
/mob/living/basic/mouse/white
body_color = "white"
icon_state = "mouse_white"
held_state = "mouse_white"
/mob/living/basic/mouse/gray
body_color = "gray"
icon_state = "mouse_gray"
/mob/living/basic/mouse/brown
body_color = "brown"
icon_state = "mouse_brown"
held_state = "mouse_brown"
//TOM IS ALIVE! SQUEEEEEEEE~K :)
/mob/living/basic/mouse/brown/tom
name = "Tom"
desc = "Jerry the cat is not amused."
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "gently pushes aside"
response_disarm_simple = "gently push aside"
response_harm_continuous = "splats"
response_harm_simple = "splat"
gold_core_spawnable = NO_SPAWN
contributes_to_ratcap = FALSE
/mob/living/basic/mouse/brown/tom/make_tameable()
ADD_TRAIT(src, TRAIT_TAMED, INNATE_TRAIT)
return ..()
/mob/living/basic/mouse/brown/tom/Initialize(mapload)
. = ..()
// Tom fears no cable.
ADD_TRAIT(src, TRAIT_SHOCKIMMUNE, INNATE_TRAIT)
AddElement(/datum/element/pet_bonus, "squeak")
/mob/living/basic/mouse/brown/tom/create_a_new_rat()
new /mob/living/basic/mouse/brown(loc, HAS_TRAIT(src, TRAIT_TAMED)) // dominant gene
/mob/living/basic/mouse/rat
name = "rat"
desc = "They're a nasty, ugly, evil, disease-ridden rodent with anger issues."
gold_core_spawnable = HOSTILE_SPAWN
melee_damage_lower = 3
melee_damage_upper = 5
obj_damage = 5
maxHealth = 15
health = 15
ai_controller = /datum/ai_controller/basic_controller/mouse/rat
/mob/living/basic/mouse/rat/make_tameable()
return // Unlike in real life, space rats are horrible creatures who don't like you
/mob/living/basic/mouse/rat/create_a_new_rat()
new /mob/living/basic/mouse/rat(loc)
/// Mice turn into food when they die
/obj/item/food/deadmouse
name = "dead mouse"
desc = "They look like somebody dropped the bass on it. A lizard's favorite meal."
icon = 'icons/mob/simple/animal.dmi'
icon_state = "mouse_gray_dead"
bite_consumption = 3
eatverbs = list("devour")
food_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/consumable/nutriment/vitamin = 2)
foodtypes = GORE | MEAT | RAW
decomp_req_handle = TRUE
ant_attracting = FALSE
decomp_type = /obj/item/food/deadmouse/moldy
var/body_color = "gray"
var/critter_type = /mob/living/basic/mouse
/obj/item/food/deadmouse/Initialize(mapload)
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOUSE, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 10)
RegisterSignal(src, COMSIG_ATOM_ON_LAZARUS_INJECTOR, PROC_REF(use_lazarus))
/obj/item/food/deadmouse/grind_results()
return list(/datum/reagent/blood = 20, /datum/reagent/consumable/liquidgibs = 5)
/// Copy properties from an imminently dead mouse
/obj/item/food/deadmouse/proc/copy_corpse(mob/living/basic/mouse/dead_critter)
body_color = dead_critter.body_color
critter_type = dead_critter.type
name = dead_critter.name
icon_state = dead_critter.icon_dead
/obj/item/food/deadmouse/examine(mob/user)
. = ..()
if (reagents?.has_reagent(/datum/reagent/yuck) || reagents?.has_reagent(/datum/reagent/fuel))
. += span_warning("[p_Theyre()] dripping with fuel and smells terrible.")
///Spawn a new mouse from this dead mouse item when hit by a lazarus injector and conditions are met.
/obj/item/food/deadmouse/proc/use_lazarus(datum/source, obj/item/lazarus_injector/injector, mob/user)
SIGNAL_HANDLER
if(injector.revive_type != SENTIENCE_ORGANIC)
balloon_alert(user, "invalid creature!")
return
var/mob/living/basic/mouse/revived_critter = new critter_type (drop_location(), FALSE, body_color)
revived_critter.name = name
revived_critter.lazarus_revive(user, injector.malfunctioning)
injector.expend(revived_critter, user)
qdel(src)
return LAZARUS_INJECTOR_USED
/obj/item/food/deadmouse/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!tool.get_sharpness() || !user.combat_mode)
return NONE
if(!isturf(loc))
balloon_alert(user, "can't butcher here!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "butchering...")
if(!do_after(user, 0.75 SECONDS, src))
balloon_alert(user, "interrupted!")
return ITEM_INTERACT_BLOCKING
loc.balloon_alert(user, "butchered")
new /obj/item/food/meat/slab/mouse(loc)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/item/food/deadmouse/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isnull(reagents) || !interacting_with.is_open_container())
return NONE
// is_open_container will not return truthy if target.reagents doesn't exist
var/datum/reagents/target_reagents = interacting_with.reagents
var/trans_amount = reagents.maximum_volume - reagents.total_volume * (4 / 3)
if(target_reagents.has_reagent(/datum/reagent/fuel) && target_reagents.trans_to(src, trans_amount))
to_chat(user, span_notice("You dip [src] into [interacting_with]."))
return ITEM_INTERACT_SUCCESS
/obj/item/food/deadmouse/moldy
name = "moldy dead mouse"
desc = "A dead rodent, consumed by mold and rot. There is a slim chance that a lizard might still eat it."
icon_state = "mouse_gray_dead"
food_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/consumable/nutriment/vitamin = 2, /datum/reagent/consumable/mold = 10)
foodtypes = GORE | MEAT | RAW | GROSS
preserved_food = TRUE
/obj/item/food/deadmouse/moldy/grind_results()
return list(/datum/reagent/blood = 20, /datum/reagent/consumable/liquidgibs = 5, /datum/reagent/consumable/mold = 10)
/// The mouse AI controller
/datum/ai_controller/basic_controller/mouse
behavior_tree_json = "code/modules/mob/living/basic/vermin/mouse.bt.json"
blackboard = list( // Always cowardly
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic, // Use this to find people to run away from
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_BASIC_MOB_FLEE_DISTANCE = 3,
BB_SONG_LINES = MOUSE_SONG,
)
ai_traits = PASSIVE_AI_FLAGS
ai_movement = /datum/ai_movement/basic_avoidance
/// AI controller for rats, slightly more complex than mice becuase they attack people
/datum/ai_controller/basic_controller/mouse/rat
behavior_tree_json = "code/modules/mob/living/basic/vermin/mouse_rat.bt.json"
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_CURRENT_TARGET = null, // heathen
BB_CURRENT_HUNTING_TARGET = null, // cheese
BB_LOW_PRIORITY_HUNTING_TARGET = null, // cable
BB_OWNER_SELF_HARM_RESPONSES = list(
"*me cleans its whiskers in disapproval.",
"*me squeaks sadly.",
"*me sheds a single small tear."
)
)
ai_traits = DEFAULT_AI_FLAGS | STOP_MOVING_WHEN_PULLED
ai_movement = /datum/ai_movement/basic_avoidance
/datum/bt_node/subtree/eat_cable
behavior_tree_json = "code/modules/mob/living/basic/vermin/eat_cable.bt.json"
/datum/bt_node/subtree/eat_cheese
behavior_tree_json = "code/modules/mob/living/basic/vermin/eat_cheese.bt.json"
/datum/bt_node/subtree/play_instrument_on_floor
behavior_tree_json = "code/modules/mob/living/basic/vermin/play_instrument_on_floor.bt.json"