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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/maintain_distance.dm
SkyratBot ade3fb2813 [MIRROR] ice demon basic mobs [MDB IGNORE] (#24188)
* ice demon basic mobs

* Modular updates

* Modular updates

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-08 08:06:23 -04:00

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/// Step away if too close, or towards if too far
/datum/ai_planning_subtree/maintain_distance
/// Blackboard key holding atom we want to stay away from
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// How close will we allow our target to get?
var/minimum_distance = 4
/// How far away will we allow our target to get?
var/maximum_distance = 6
/// How far do we look for our target?
var/view_distance = 10
/// the run away behavior we will use
var/run_away_behavior = /datum/ai_behavior/step_away
/datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/atom/target = controller.blackboard[target_key]
if (!isliving(target) || !can_see(controller.pawn, target, view_distance))
return // Don't run away from cucumbers, they're not snakes
var/range = get_dist(controller.pawn, target)
if (range < minimum_distance)
controller.queue_behavior(run_away_behavior, target_key, minimum_distance)
return
if (range > maximum_distance)
controller.queue_behavior(/datum/ai_behavior/pursue_to_range, target_key, maximum_distance)
return
/datum/ai_planning_subtree/maintain_distance/cover_minimum_distance
run_away_behavior = /datum/ai_behavior/cover_minimum_distance
/// Take one step away
/datum/ai_behavior/step_away
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
required_distance = 0
action_cooldown = 0.2 SECONDS
/datum/ai_behavior/step_away/setup(datum/ai_controller/controller, target_key)
. = ..()
var/atom/current_target = controller.blackboard[target_key]
if (QDELETED(current_target))
return FALSE
var/mob/living/our_pawn = controller.pawn
our_pawn.face_atom(current_target)
var/turf/next_step = get_step_away(controller.pawn, current_target)
if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE))
set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep)
return TRUE
var/list/all_dirs = GLOB.alldirs.Copy()
all_dirs -= get_dir(controller.pawn, next_step)
all_dirs -= get_dir(controller.pawn, current_target)
shuffle_inplace(all_dirs)
for (var/dir in all_dirs)
next_step = get_step(controller.pawn, dir)
if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE))
set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep)
return TRUE
return FALSE
/datum/ai_behavior/step_away/perform(seconds_per_tick, datum/ai_controller/controller)
. = ..()
finish_action(controller, succeeded = TRUE)
/datum/ai_behavior/step_away/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
controller.change_ai_movement_type(initial(controller.ai_movement))
/// Pursue a target until we are within a provided range
/datum/ai_behavior/pursue_to_range
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION | AI_BEHAVIOR_MOVE_AND_PERFORM
/datum/ai_behavior/pursue_to_range/setup(datum/ai_controller/controller, target_key, range)
. = ..()
var/atom/current_target = controller.blackboard[target_key]
if (QDELETED(current_target))
return FALSE
if (get_dist(controller.pawn, current_target) <= range)
return FALSE
set_movement_target(controller, current_target)
/datum/ai_behavior/pursue_to_range/perform(seconds_per_tick, datum/ai_controller/controller, target_key, range)
var/atom/current_target = controller.blackboard[target_key]
if (!QDELETED(current_target) && get_dist(controller.pawn, current_target) > range)
return
finish_action(controller, succeeded = TRUE)
///instead of taking a single step, we cover the entire distance
/datum/ai_behavior/cover_minimum_distance
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
required_distance = 0
action_cooldown = 0.2 SECONDS
/datum/ai_behavior/cover_minimum_distance/setup(datum/ai_controller/controller, target_key, minimum_distance)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
var/required_distance = minimum_distance - get_dist(controller.pawn, target) //the distance we need to move
var/distance = 0
var/turf/chosen_turf
for(var/turf/open/potential_turf in oview(required_distance, controller.pawn))
var/new_distance_from_target = get_dist(potential_turf, target)
if(potential_turf.is_blocked_turf())
continue
if(new_distance_from_target > distance)
chosen_turf = potential_turf
distance = new_distance_from_target
if(isnull(chosen_turf))
return FALSE
set_movement_target(controller, target = chosen_turf)
/datum/ai_behavior/cover_minimum_distance/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
. = ..()
finish_action(controller, succeeded = TRUE)