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27 lines
1.3 KiB
Plaintext
27 lines
1.3 KiB
Plaintext
/// Try to escape from your current target, without performing any other actions.
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/datum/ai_planning_subtree/flee_target
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/// Behaviour to execute in order to flee
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var/flee_behaviour = /datum/ai_behavior/run_away_from_target
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/// Blackboard key in which to store selected target
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// Blackboard key in which to store selected target's hiding place
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var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
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/datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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var/atom/flee_from = controller.blackboard[target_key]
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if (!controller.blackboard[BB_BASIC_MOB_FLEEING] || QDELETED(flee_from))
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return
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var/flee_distance = controller.blackboard[BB_BASIC_MOB_FLEE_DISTANCE] || DEFAULT_BASIC_FLEE_DISTANCE
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if (get_dist(controller.pawn, flee_from) >= flee_distance)
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return
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controller.queue_behavior(flee_behaviour, target_key, hiding_place_key)
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return SUBTREE_RETURN_FINISH_PLANNING //we gotta get out of here.
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/// Try to escape from your current target, without performing any other actions.
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/// Reads from some fleeing-specific targetting keys rather than the current mob target.
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/datum/ai_planning_subtree/flee_target/from_flee_key
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target_key = BB_BASIC_MOB_FLEE_TARGET
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hiding_place_key = BB_BASIC_MOB_FLEE_TARGET_HIDING_LOCATION
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