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* Adds new wrinkles to monkey brains (#58631) This does a variety of improvements to monkey ai that I got drawn into after fixing a relatively simple bug with monkeys and guns. This pr is in support of #58565 so that in the rare chance pun pun gets a gun, they know how to use it. Previously #16630 made it so monkeys could use guns but semi-recently that was broken. Now that's fixed and in addition some other monkey ai capabilities were enhanced, read the changelog for the full list. * Adds new wrinkles to monkey brains Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
27 lines
1.2 KiB
Plaintext
27 lines
1.2 KiB
Plaintext
///Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon.
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/datum/ai_behavior
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///What distance you need to be from the target to perform the action
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var/required_distance = 1
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///Flags for extra behavior
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var/behavior_flags = NONE
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///Cooldown between actions performances
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var/action_cooldown = 0
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/// Called by the ai controller when first being added. Additional arguments depend on the behavior type.
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/// Return FALSE to cancel
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/datum/ai_behavior/proc/setup(datum/ai_controller/controller, ...)
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return TRUE
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///Called by the AI controller when this action is performed
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/datum/ai_behavior/proc/perform(delta_time, datum/ai_controller/controller, ...)
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controller.behavior_cooldowns[src] = world.time + action_cooldown
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return
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///Called when the action is finished.
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/datum/ai_behavior/proc/finish_action(datum/ai_controller/controller, succeeded)
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controller.current_behaviors.Remove(src)
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controller.behavior_args -= type
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if(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //If this was a movement task, reset our movement target.
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controller.current_movement_target = null
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controller.ai_movement.stop_moving_towards(controller)
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