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## About The Pull Request AI dogs can now rarely bark and paw at nearby felinids and people wearing mailman clothing. Also fixes dog harass/attack AI to now only close within 3 tiles of a target before stopping, and only attacking if the target approaches them (or the dog is pushed into them I guess) like originally intended. ## Why It's Good For The Game Adds more little fun moments and life to the game. also grrr cats ## Changelog 🆑 Ryll/Shaps add: Dogs will now occasionally bark at their two mortal enemies: felinids and mailmen fix: Dogs set to attack will now only close within 3 tiles of their target, and must be approached further by their target (or pushed next to their target) to actually attack /🆑
246 lines
10 KiB
Plaintext
246 lines
10 KiB
Plaintext
#define GET_AI_BEHAVIOR(behavior_type) SSai_behaviors.ai_behaviors[behavior_type]
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#define HAS_AI_CONTROLLER_TYPE(thing, type) istype(thing?.ai_controller, type)
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#define AI_STATUS_ON 1
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#define AI_STATUS_OFF 2
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///For JPS pathing, the maximum length of a path we'll try to generate. Should be modularized depending on what we're doing later on
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#define AI_MAX_PATH_LENGTH 30 // 30 is possibly overkill since by default we lose interest after 14 tiles of distance, but this gives wiggle room for weaving around obstacles
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///Cooldown on planning if planning failed last time
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#define AI_FAILED_PLANNING_COOLDOWN (1.5 SECONDS)
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///Flags for ai_behavior new()
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#define AI_CONTROLLER_INCOMPATIBLE (1<<0)
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///Does this task require movement from the AI before it can be performed?
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#define AI_BEHAVIOR_REQUIRE_MOVEMENT (1<<0)
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///Does this task let you perform the action while you move closer? (Things like moving and shooting)
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#define AI_BEHAVIOR_MOVE_AND_PERFORM (1<<1)
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///Does finishing this task not null the current movement target?
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#define AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH (1<<2)
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///Does finishing this task make the AI stop moving towards the target?
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#define AI_BEHAVIOR_KEEP_MOVING_TOWARDS_TARGET_ON_FINISH (1<<3)
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///Does this behavior NOT block planning?
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#define AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION (1<<4)
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///AI flags
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#define STOP_MOVING_WHEN_PULLED (1<<0)
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//Base Subtree defines
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///This subtree should cancel any further planning, (Including from other subtrees)
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#define SUBTREE_RETURN_FINISH_PLANNING 1
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//Generic subtree defines
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/// probability that the pawn should try resisting out of restraints
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#define RESIST_SUBTREE_PROB 50
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///macro for whether it's appropriate to resist right now, used by resist subtree
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#define SHOULD_RESIST(source) (source.on_fire || source.buckled || HAS_TRAIT(source, TRAIT_RESTRAINED) || (source.pulledby && source.pulledby.grab_state > GRAB_PASSIVE))
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///macro for whether the pawn can act, used generally to prevent some horrifying ai disasters
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#define IS_DEAD_OR_INCAP(source) (source.incapacitated() || source.stat)
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//Generic BB keys
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#define BB_CURRENT_MIN_MOVE_DISTANCE "min_move_distance"
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///time until we should next eat, set by the generic hunger subtree
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#define BB_NEXT_HUNGRY "BB_NEXT_HUNGRY"
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///what we're going to eat next
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#define BB_FOOD_TARGET "bb_food_target"
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//for songs
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///song instrument blackboard, set by instrument subtrees
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#define BB_SONG_INSTRUMENT "BB_SONG_INSTRUMENT"
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///song lines blackboard, set by default on controllers
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#define BB_SONG_LINES "song_lines"
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// Monkey AI controller blackboard keys
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#define BB_MONKEY_AGGRESSIVE "BB_monkey_aggressive"
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#define BB_MONKEY_GUN_NEURONS_ACTIVATED "BB_monkey_gun_aware"
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#define BB_MONKEY_GUN_WORKED "BB_monkey_gun_worked"
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#define BB_MONKEY_BEST_FORCE_FOUND "BB_monkey_bestforcefound"
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#define BB_MONKEY_ENEMIES "BB_monkey_enemies"
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#define BB_MONKEY_BLACKLISTITEMS "BB_monkey_blacklistitems"
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#define BB_MONKEY_PICKUPTARGET "BB_monkey_pickuptarget"
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#define BB_MONKEY_PICKPOCKETING "BB_monkey_pickpocketing"
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#define BB_MONKEY_CURRENT_ATTACK_TARGET "BB_monkey_current_attack_target"
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#define BB_MONKEY_CURRENT_PRESS_TARGET "BB_monkey_current_press_target"
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#define BB_MONKEY_CURRENT_GIVE_TARGET "BB_monkey_current_give_target"
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#define BB_MONKEY_TARGET_DISPOSAL "BB_monkey_target_disposal"
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#define BB_MONKEY_TARGET_MONKEYS "BB_monkey_target_monkeys"
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#define BB_MONKEY_DISPOSING "BB_monkey_disposing"
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#define BB_MONKEY_RECRUIT_COOLDOWN "BB_monkey_recruit_cooldown"
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///Haunted item controller defines
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///Chance for haunted item to haunt someone
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#define HAUNTED_ITEM_ATTACK_HAUNT_CHANCE 10
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///Chance for haunted item to try to get itself let go.
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#define HAUNTED_ITEM_ESCAPE_GRASP_CHANCE 20
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///Amount of aggro you get when picking up a haunted item
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#define HAUNTED_ITEM_AGGRO_ADDITION 2
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///Blackboard keys for haunted items
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#define BB_TO_HAUNT_LIST "BB_to_haunt_list"
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///Actual mob the item is haunting at the moment
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#define BB_HAUNT_TARGET "BB_haunt_target"
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///Amount of successful hits in a row this item has had
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#define BB_HAUNTED_THROW_ATTEMPT_COUNT "BB_haunted_throw_attempt_count"
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///If true, tolerates the equipper holding/equipping the hauntium
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#define BB_LIKES_EQUIPPER "BB_likes_equipper"
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///Cursed item controller defines
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//defines
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///how far a cursed item will still try to chase a target
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#define CURSED_VIEW_RANGE 7
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//blackboards
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///Actual mob the item is haunting at the moment
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#define BB_CURSE_TARGET "BB_haunt_target"
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///Where the item wants to land on
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#define BB_TARGET_SLOT "BB_target_slot"
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///Amount of successful hits in a row this item has had
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#define BB_CURSED_THROW_ATTEMPT_COUNT "BB_cursed_throw_attempt_count"
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///Mob the MOD is trying to attach to
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#define BB_MOD_TARGET "BB_mod_target"
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///The implant the AI was created from
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#define BB_MOD_IMPLANT "BB_mod_implant"
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///Range for a MOD AI controller.
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#define MOD_AI_RANGE 200
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///Vending machine AI controller blackboard keys
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#define BB_VENDING_CURRENT_TARGET "BB_vending_current_target"
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#define BB_VENDING_TILT_COOLDOWN "BB_vending_tilt_cooldown"
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#define BB_VENDING_UNTILT_COOLDOWN "BB_vending_untilt_cooldown"
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#define BB_VENDING_BUSY_TILTING "BB_vending_busy_tilting"
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#define BB_VENDING_LAST_HIT_SUCCESFUL "BB_vending_last_hit_succesful"
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///Robot customer AI controller blackboard keys
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#define BB_CUSTOMER_CURRENT_ORDER "BB_customer_current_order"
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#define BB_CUSTOMER_MY_SEAT "BB_customer_my_seat"
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#define BB_CUSTOMER_PATIENCE "BB_customer_patience"
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#define BB_CUSTOMER_CUSTOMERINFO "BB_customer_customerinfo"
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#define BB_CUSTOMER_EATING "BB_customer_eating"
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#define BB_CUSTOMER_ATTENDING_VENUE "BB_customer_attending_avenue"
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#define BB_CUSTOMER_LEAVING "BB_customer_leaving"
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#define BB_CUSTOMER_CURRENT_TARGET "BB_customer_current_target"
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/// Robot customer has said their can't find seat line at least once. Used to rate limit how often they'll complain after the first time.
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#define BB_CUSTOMER_SAID_CANT_FIND_SEAT_LINE "BB_customer_said_cant_find_seat_line"
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///Hostile AI controller blackboard keys
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#define BB_HOSTILE_ORDER_MODE "BB_HOSTILE_ORDER_MODE"
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#define BB_HOSTILE_FRIEND "BB_HOSTILE_FRIEND"
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#define BB_HOSTILE_ATTACK_WORD "BB_HOSTILE_ATTACK_WORD"
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#define BB_FOLLOW_TARGET "BB_FOLLOW_TARGET"
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#define BB_ATTACK_TARGET "BB_ATTACK_TARGET"
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#define BB_VISION_RANGE "BB_VISION_RANGE"
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/// Basically, what is our vision/hearing range.
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#define BB_HOSTILE_VISION_RANGE 10
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/// After either being given a verbal order or a pointing order, ignore further of each for this duration
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#define AI_HOSTILE_COMMAND_COOLDOWN (2 SECONDS)
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// hostile command modes (what pointing at something/someone does depending on the last order the carp heard)
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/// Don't do anything (will still react to stuff around them though)
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#define HOSTILE_COMMAND_NONE 0
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/// Will attack a target.
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#define HOSTILE_COMMAND_ATTACK 1
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/// Will follow a target.
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#define HOSTILE_COMMAND_FOLLOW 2
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///Dog AI controller blackboard keys
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#define BB_SIMPLE_CARRY_ITEM "BB_SIMPLE_CARRY_ITEM"
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#define BB_FETCH_TARGET "BB_FETCH_TARGET"
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#define BB_FETCH_IGNORE_LIST "BB_FETCH_IGNORE_LISTlist"
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#define BB_FETCH_DELIVER_TO "BB_FETCH_DELIVER_TO"
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#define BB_DOG_FRIENDS "BB_DOG_FRIENDS"
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#define BB_DOG_ORDER_MODE "BB_DOG_ORDER_MODE"
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#define BB_DOG_PLAYING_DEAD "BB_DOG_PLAYING_DEAD"
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#define BB_DOG_HARASS_TARGET "BB_DOG_HARASS_TARGET"
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#define BB_DOG_HARASS_FRUSTRATION "BB_DOG_HARASS_FRUSTRATION"
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#define BB_DOG_HARASS_HARM "BB_DOG_HARASS_HARM"
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#define BB_DOG_IS_SLOW "BB_DOG_IS_SLOW"
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/// Basically, what is our vision/hearing range for picking up on things to fetch/
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#define AI_DOG_VISION_RANGE 10
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/// What are the odds someone petting us will become our friend?
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#define AI_DOG_PET_FRIEND_PROB 15
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/// After this long without having fetched something, we clear our ignore list
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#define AI_FETCH_IGNORE_DURATION (30 SECONDS)
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/// After being ordered to heel, we spend this long chilling out
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#define AI_DOG_HEEL_DURATION (20 SECONDS)
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/// After either being given a verbal order or a pointing order, ignore further of each for this duration
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#define AI_DOG_COMMAND_COOLDOWN (2 SECONDS)
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/// If the dog is set to harass someone but doesn't bite them for this long, give up
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#define AI_DOG_HARASS_FRUSTRATE_TIME (50 SECONDS)
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// dog command modes (what pointing at something/someone does depending on the last order the dog heard)
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/// Don't do anything (will still react to stuff around them though)
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#define DOG_COMMAND_NONE 0
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/// Will try to pick up and bring back whatever you point to
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#define DOG_COMMAND_FETCH 1
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/// Will get within a few tiles of whatever you point at and continually growl/bark. If the target is a living mob who gets too close, the dog will attack them with bites
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#define DOG_COMMAND_ATTACK 2
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//enumerators for parsing command speech
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#define COMMAND_HEEL "Heel"
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#define COMMAND_FETCH "Fetch"
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#define COMMAND_FOLLOW "Follow"
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#define COMMAND_STOP "Stop"
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#define COMMAND_ATTACK "Attack"
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#define COMMAND_DIE "Play Dead"
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///bane ai
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#define BB_BANE_BATMAN "BB_bane_batman"
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//yep thats it
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///Hunting BB keys
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#define BB_CURRENT_HUNTING_TARGET "BB_current_hunting_target"
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#define BB_LOW_PRIORITY_HUNTING_TARGET "BB_low_priority_hunting_target"
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#define BB_HUNTING_COOLDOWN "BB_HUNTING_COOLDOWN"
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///Basic Mob Keys
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///Tipped blackboards
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///Bool that means a basic mob will start reacting to being tipped in it's planning
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#define BB_BASIC_MOB_TIP_REACTING "BB_basic_tip_reacting"
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///the motherfucker who tipped us
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#define BB_BASIC_MOB_TIPPER "BB_basic_tip_tipper"
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///Targetting subtrees
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#define BB_BASIC_MOB_CURRENT_TARGET "BB_basic_current_target"
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#define BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION "BB_basic_current_target_hiding_location"
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#define BB_TARGETTING_DATUM "targetting_datum"
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///some behaviors that check current_target also set this on deep crit mobs
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#define BB_BASIC_MOB_EXECUTION_TARGET "BB_basic_execution_target"
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///List of mobs who have damaged us
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#define BB_BASIC_MOB_RETALIATE_LIST "BB_basic_mob_shitlist"
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/// Flag to set on or off if you want your mob to prioritise running away
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#define BB_BASIC_MOB_FLEEING "BB_basic_fleeing"
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///list of foods this mob likes
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#define BB_BASIC_FOODS "BB_basic_foods"
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///Baby-making blackboard
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///Types of animal we can make babies with.
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#define BB_BABIES_PARTNER_TYPES "BB_babies_partner"
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///Types of animal that we make as a baby.
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#define BB_BABIES_CHILD_TYPES "BB_babies_child"
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///Current partner target
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#define BB_BABIES_TARGET "BB_babies_target"
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///Bileworm AI keys
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#define BB_BILEWORM_SPEW_BILE "BB_bileworm_spew_bile"
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#define BB_BILEWORM_RESURFACE "BB_bileworm_resurface"
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#define BB_BILEWORM_DEVOUR "BB_bileworm_devour"
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