mirror of
https://github.com/Bubberstation/Bubberstation.git
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264 lines
9.7 KiB
Plaintext
264 lines
9.7 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(/datum/ai_planning_subtree/monkey_tree)
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blackboard = list(
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BB_MONKEY_AGRESSIVE = 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_MONKEY_NEXT_HUNGRY = 0
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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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/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_AGRESSIVE] = 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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blackboard[BB_MONKEY_NEXT_HUNGRY] = world.time + rand(0, 300)
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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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RegisterSignal(new_pawn, COMSIG_FOOD_EATEN, .proc/on_eat)
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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(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(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(current_behaviors, /datum/ai_behavior/monkey_equip/pickpocket)
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else
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queue_behavior(current_behaviors, /datum/ai_behavior/monkey_equip/ground)
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return TRUE
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/// Returns either the best weapon from the given choices or null if held weapons are better
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/datum/ai_controller/monkey/proc/GetBestWeapon(list/choices, list/held_weapons)
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var/gun_neurons_activated = blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED]
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var/top_force = 0
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var/obj/item/top_force_item
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for(var/obj/item/item as anything in held_weapons)
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if(!item)
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continue
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if(HAS_TRAIT(item, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][item])
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continue
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if(gun_neurons_activated && istype(item, /obj/item/gun))
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// We have a gun, why bother looking for something inferior
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// Also yes it is intentional that monkeys dont know how to pick the best gun
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return item
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if(item.force > top_force)
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top_force = item.force
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top_force_item = item
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for(var/obj/item/item as anything in choices)
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if(!item)
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continue
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if(HAS_TRAIT(item, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][item])
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continue
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if(gun_neurons_activated && istype(item, /obj/item/gun))
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return item
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if(item.force <= top_force)
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continue
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top_force_item = item
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top_force = item.force
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return top_force_item
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/datum/ai_controller/monkey/proc/IsEdible(obj/item/thing)
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if(IS_EDIBLE(thing))
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return TRUE
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if(istype(thing, /obj/item/reagent_containers/food/drinks/drinkingglass))
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var/obj/item/reagent_containers/food/drinks/drinkingglass/glass = thing
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if(glass.reagents.total_volume) // The glass has something in it, time to drink the mystery liquid!
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return TRUE
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return FALSE
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//When idle just kinda fuck around.
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/datum/ai_controller/monkey/PerformIdleBehavior(delta_time)
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var/mob/living/living_pawn = pawn
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if(DT_PROB(25, delta_time) && (living_pawn.mobility_flags & MOBILITY_MOVE) && isturf(living_pawn.loc) && !living_pawn.pulledby)
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var/move_dir = pick(GLOB.alldirs)
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living_pawn.Move(get_step(living_pawn, move_dir), move_dir)
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else if(DT_PROB(5, delta_time))
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INVOKE_ASYNC(living_pawn, /mob.proc/emote, pick("screech"))
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else if(DT_PROB(1, delta_time))
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INVOKE_ASYNC(living_pawn, /mob.proc/emote, pick("scratch","jump","roll","tail"))
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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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/datum/ai_controller/monkey/proc/on_eat(mob/living/pawn)
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SIGNAL_HANDLER
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blackboard[BB_MONKEY_NEXT_HUNGRY] = world.time + rand(120, 600) SECONDS
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