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* Monkey subtree breakup refactor! (#61741) 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. * Monkey subtree breakup refactor! Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
38 lines
1.5 KiB
Plaintext
38 lines
1.5 KiB
Plaintext
//Monkey defines, placed here so they can be read by other things!
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/// below this health value the monkey starts to flee from enemies
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#define MONKEY_FLEE_HEALTH 40
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/// how close an enemy must be to trigger aggression
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#define MONKEY_ENEMY_VISION 9
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/// how close an enemy must be before it triggers flee
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#define MONKEY_FLEE_VISION 4
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/// How long does it take the item to be taken from a mobs hand
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#define MONKEY_ITEM_SNATCH_DELAY 25
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/// Probability monkey will aggro when cuffed
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#define MONKEY_CUFF_RETALIATION_PROB 20
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/// Probability monkey will aggro when syringed
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#define MONKEY_SYRINGE_RETALIATION_PROB 20
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// Probability per Life tick that the monkey will:
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/// probability that monkey aggro against the mob pulling it
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#define MONKEY_PULL_AGGRO_PROB 5
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/// probability that monkey will get into mischief, i.e. finding/stealing items
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#define MONKEY_SHENANIGAN_PROB 20
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/// probability that monkey will disarm an armed attacker
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#define MONKEY_ATTACK_DISARM_PROB 20
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/// probability that monkey will get recruited when friend is attacked
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#define MONKEY_RECRUIT_PROB 25
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/// probability for the monkey to aggro when attacked
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#define MONKEY_RETALIATE_PROB 85
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/// amount of aggro to add to an enemy when they attack user
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#define MONKEY_HATRED_AMOUNT 4
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/// amount of aggro to add to an enemy when a monkey is recruited
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#define MONKEY_RECRUIT_HATED_AMOUNT 2
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/// probability of reducing aggro by one when the monkey attacks
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#define MONKEY_HATRED_REDUCTION_PROB 20
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///Monkey recruit cooldown
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#define MONKEY_RECRUIT_COOLDOWN 1 MINUTES
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