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Bubberstation/code/modules/mob/living/basic/tree.dm
Jacquerel 257923e090 Synchronise AI and Player basic mob melee behaviours (#78337)
## About The Pull Request

I like for things that mobs do to be consistent regardless of whether
they are controlled by a player or by the AI.
One big offender of this is the melee behaviour cooldown. Basic mobs
piloted by AI have arbitrary melee attack cooldowns which are not
reflected when they are controlled by players who can generally attack
much faster (but in _two_ instances, slower).
To remedy this I added `melee_attack_cooldown` as a var on
`living/basic` (sinful) and the ai now uses NextMove to not click too
often, meaning that players can only bite things as often as the AI can
and also that if you VV the cooldown it can speed the AI up (or slow it
down) as well as a player.
This also gets rid of a lot of subtypes of that datum, as we mostly made
them to change the cooldown.

I also hunted down a few places where there was behaviour placed inside
an AI behaviour which wasn't easily replicable by a player piloting the
same mob, preferably a player should be able to do everything that the
AI can.
Fixing this was largely a simple case of moving code from
`ai_behaviour/melee_attack/perform` to `basic/mob_subtype/melee_attack`
and also adding an element for one thing shared by three different mobs.

Strictly speaking I didn't need the element that much because a player
is perfectly capable of clicking on something they attack to drag it,
but it's nice for it to be automatic?

## Why It's Good For The Game

If you see a mob do something then you should also be able to do it.
Mobs shouldn't have significantly different capabilities when controlled
by a player (aside from usually being smarter).

## Changelog

🆑
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/🆑
2023-09-18 18:10:05 +02:00

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/mob/living/basic/tree
name = "pine tree"
desc = "A pissed off tree-like alien. It seems annoyed with the festivities..."
icon = 'icons/obj/fluff/flora/pinetrees.dmi'
icon_state = "pine_1"
icon_living = "pine_1"
icon_dead = "pine_1"
icon_gib = "pine_1"
health_doll_icon = "pine_1"
mob_biotypes = MOB_ORGANIC | MOB_PLANT
gender = NEUTER
gold_core_spawnable = HOSTILE_SPAWN
basic_mob_flags = DEL_ON_DEATH
response_help_continuous = "brushes"
response_help_simple = "brush"
response_disarm_continuous = "pushes"
response_disarm_simple = "push"
mob_size = MOB_SIZE_LARGE
pixel_x = -16
base_pixel_x = -16
speed = 1
maxHealth = 250
health = 250
melee_damage_lower = 8
melee_damage_upper = 12
attack_verb_continuous = "bites"
attack_verb_simple = "bite"
attack_sound = 'sound/weapons/bite.ogg'
attack_vis_effect = ATTACK_EFFECT_BITE
faction = list(FACTION_HOSTILE)
speak_emote = list("pines")
habitable_atmos = list("min_oxy" = 2, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
unsuitable_atmos_damage = 2.5
minimum_survivable_temperature = 0
maximum_survivable_temperature = 1200
death_message = "is hacked into pieces!"
ai_controller = /datum/ai_controller/basic_controller/tree
///items that make us angry
var/list/infuriating_objects = list(/obj/item/chainsaw, /obj/item/hatchet, /obj/item/stack/sheet/mineral/wood)
///chance of target getting paralyzed
var/paralyze_prob = 15
///for how the target is paralyzed
var/paralyze_value = 5 SECONDS
///Additional paralyze chance
var/anger_boost = 50
/mob/living/basic/tree/Initialize(mapload)
. = ..()
AddComponent(/datum/component/seethrough_mob)
AddElement(/datum/element/swabable, CELL_LINE_TABLE_PINE, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 5)
var/static/list/death_loot = list(/obj/item/stack/sheet/mineral/wood)
AddElement(/datum/element/death_drops, death_loot)
AddComponent(/datum/component/aggro_emote, emote_list = string_list(list("growls")), emote_chance = 20)
/mob/living/basic/tree/Life(seconds_per_tick = SSMOBS_DT, times_fired)
..()
if(!isopenturf(loc))
return
var/turf/open/our_turf = src.loc
if(!our_turf.air || !our_turf.air.gases[/datum/gas/carbon_dioxide])
return
var/co2 = our_turf.air.gases[/datum/gas/carbon_dioxide][MOLES]
if(co2 > 0 && SPT_PROB(13, seconds_per_tick))
var/amt = min(co2, 9)
our_turf.air.gases[/datum/gas/carbon_dioxide][MOLES] -= amt
our_turf.atmos_spawn_air("[GAS_O2]=[amt]")
/mob/living/basic/tree/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
. = ..()
if(!.)
return
if(!isliving(target))
return
var/mob/living/victim = target
var/boost = 0
if(iscarbon(victim))
for(var/item_path in infuriating_objects)
if(locate(item_path) in victim.held_items)
boost = anger_boost
break
if(prob(paralyze_prob + boost))
victim.Paralyze(paralyze_value + boost)
victim.visible_message(
span_danger("[src] knocks down [victim]!"),
span_userdanger("[src] knocks you down!"),
)
/datum/ai_controller/basic_controller/tree
blackboard = list(
BB_TARGETTING_DATUM = new /datum/targetting_datum/basic(),
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk/less_walking
planning_subtrees = list(
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/random_speech/tree,
)