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Splitting up monkey ai into subtrees allows me to make a punpun ai after this pr is merged, makes stopping planning matter for the AI subtrees, and more generic subtrees that can be used by most ais It also gets rid of bad practices like setting blackboards in the ai controller.
211 lines
7.6 KiB
Plaintext
211 lines
7.6 KiB
Plaintext
/*
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AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a mob. What this means is that these datums
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have ways of interacting with a specific mob and control it.
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*/
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///OOK OOK OOK
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/datum/ai_controller/monkey
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movement_delay = 0.4 SECONDS
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/generic_play_instrument,
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/datum/ai_planning_subtree/monkey_shenanigans,
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)
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blackboard = list(
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BB_MONKEY_AGGRESSIVE = FALSE,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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BB_MONKEY_PICKUPTARGET = null,
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BB_MONKEY_PICKPOCKETING = FALSE,
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BB_MONKEY_DISPOSING = FALSE,
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BB_MONKEY_TARGET_DISPOSAL = null,
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BB_MONKEY_CURRENT_ATTACK_TARGET = null,
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BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
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BB_MONKEY_GUN_WORKED = TRUE,
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BB_SONG_LINES = MONKEY_SONG,
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)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey
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/datum/ai_controller/monkey/angry
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/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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blackboard[BB_MONKEY_AGGRESSIVE] = TRUE //Angry cunt
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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if(!isliving(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/living_pawn = new_pawn
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RegisterSignal(new_pawn, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
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RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
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RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_PAW, .proc/on_attack_paw)
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RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_ANIMAL, .proc/on_attack_animal)
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RegisterSignal(new_pawn, COMSIG_MOB_ATTACK_ALIEN, .proc/on_attack_alien)
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RegisterSignal(new_pawn, COMSIG_ATOM_BULLET_ACT, .proc/on_bullet_act)
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RegisterSignal(new_pawn, COMSIG_ATOM_HITBY, .proc/on_hitby)
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RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, .proc/on_startpulling)
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RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, .proc/on_try_syringe)
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RegisterSignal(new_pawn, COMSIG_ATOM_HULK_ATTACK, .proc/on_attack_hulk)
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RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, .proc/on_attempt_cuff)
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RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
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AddComponent(/datum/component/connect_loc_behalf, new_pawn, loc_connections)
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movement_delay = living_pawn.cached_multiplicative_slowdown
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return ..() //Run parent at end
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/datum/ai_controller/monkey/UnpossessPawn(destroy)
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UnregisterSignal(pawn, list(COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_LIVING_START_PULL,\
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COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED, COMSIG_MOB_MOVESPEED_UPDATED, COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_MOB_ATTACK_ALIEN))
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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return ..() //Run parent at end
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// Stops sentient monkeys from being knocked over like weak dunces.
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/datum/ai_controller/monkey/on_sentience_gained()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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/datum/ai_controller/monkey/on_sentience_lost()
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. = ..()
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AddComponent(/datum/component/connect_loc_behalf, pawn, loc_connections)
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/datum/ai_controller/monkey/able_to_run()
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. = ..()
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var/mob/living/living_pawn = pawn
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if(IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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///re-used behavior pattern by monkeys for finding a weapon
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/datum/ai_controller/monkey/proc/TryFindWeapon()
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var/mob/living/living_pawn = pawn
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if(!locate(/obj/item) in living_pawn.held_items)
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blackboard[BB_MONKEY_BEST_FORCE_FOUND] = 0
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if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
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// We have a gun, what could we possibly want?
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return FALSE
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var/obj/item/weapon
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var/list/nearby_items = list()
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for(var/obj/item/item in oview(2, living_pawn))
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nearby_items += item
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weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
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var/pickpocket = FALSE
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for(var/mob/living/carbon/human/human in oview(5, living_pawn))
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var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
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if(held_weapon == weapon) // It's just the same one, not a held one
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continue
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pickpocket = TRUE
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weapon = held_weapon
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if(!weapon || (weapon in living_pawn.held_items))
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return FALSE
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blackboard[BB_MONKEY_PICKUPTARGET] = weapon
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current_movement_target = weapon
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if(pickpocket)
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queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
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else
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queue_behavior(/datum/ai_behavior/monkey_equip/ground)
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return TRUE
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///Reactive events to being hit
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/datum/ai_controller/monkey/proc/retaliate(mob/living/L)
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var/list/enemies = blackboard[BB_MONKEY_ENEMIES]
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enemies[L] += MONKEY_HATRED_AMOUNT
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/datum/ai_controller/monkey/proc/on_attackby(datum/source, obj/item/I, mob/user)
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SIGNAL_HANDLER
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if(I.force && I.damtype != STAMINA)
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attack_hand(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attack_paw(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attack_animal(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(user.melee_damage_upper > 0 && prob(MONKEY_RETALIATE_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attack_alien(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_bullet_act(datum/source, obj/projectile/Proj)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(istype(Proj , /obj/projectile/beam)||istype(Proj, /obj/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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if(!Proj.nodamage && Proj.damage < living_pawn.health && isliving(Proj.firer))
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retaliate(Proj.firer)
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/datum/ai_controller/monkey/proc/on_hitby(datum/source, atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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SIGNAL_HANDLER
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if(istype(AM, /obj/item))
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var/mob/living/living_pawn = pawn
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var/obj/item/I = AM
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var/mob/thrown_by = I.thrownby?.resolve()
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if(I.throwforce < living_pawn.health && ishuman(thrown_by))
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var/mob/living/carbon/human/H = thrown_by
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retaliate(H)
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/datum/ai_controller/monkey/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(!IS_DEAD_OR_INCAP(living_pawn) && isliving(arrived))
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var/mob/living/in_the_way_mob = arrived
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in_the_way_mob.knockOver(living_pawn)
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return
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/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
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retaliate(living_pawn.pulledby)
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return TRUE
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/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attack_hulk(datum/source, mob/user)
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SIGNAL_HANDLER
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_CUFF_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
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SIGNAL_HANDLER
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movement_delay = pawn.cached_multiplicative_slowdown
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/datum/ai_controller/monkey/proc/target_del(target)
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SIGNAL_HANDLER
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blackboard[BB_MONKEY_BLACKLISTITEMS] -= target
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