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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/ranged_skirmish.dm

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/// Fire a ranged attack without interrupting movement.
/datum/ai_planning_subtree/ranged_skirmish
operational_datums = list(/datum/component/ranged_attacks)
/// Blackboard key holding target atom
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// What AI behaviour do we actually run?
var/attack_behavior = /datum/ai_behavior/ranged_skirmish
/// If target is further away than this we don't fire
var/max_range = 9
/// If target is closer than this we don't fire
var/min_range = 2
/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if(!controller.blackboard_key_exists(target_key))
return
controller.queue_behavior(attack_behavior, target_key, BB_TARGETING_STRATEGY, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION, max_range, min_range)
/// How often will we try to perform our ranged attack?
/datum/ai_behavior/ranged_skirmish
action_cooldown = 1 SECONDS
/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key, max_range, min_range)
. = ..()
var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key]
return !QDELETED(target)
/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key, max_range, min_range)
var/atom/target = controller.blackboard[target_key]
if (QDELETED(target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
if(!targeting_strategy.can_attack(controller.pawn, target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/hiding_target = targeting_strategy.find_hidden_mobs(controller.pawn, target)
controller.set_blackboard_key(hiding_location_key, hiding_target)
target = hiding_target || target
var/distance = get_dist(controller.pawn, target)
if (distance > max_range || distance < min_range)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/mob/living/basic/gunman = controller.pawn
gunman.RangedAttack(target)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED