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* Refactor icemoon wolves into basic mobs and add taming + pack behavior (#79736) ## About The Pull Request Ports icemoon wolves over to the basic mob framework with a bit of extra stuff: - Wolves call for help when attacked within a decently large radius. Because you know, pack animals. - Wolves can now be tamed with a slab of meat - When tamed, wolves can be ridden like goliath mounts. Ride wolf, life good. Pretend you're playing ARK and start shivering to death in thatch huts for that High Roleplay experience. - Tamed wolves have access to a bunch of pet commands (following, point fetching, point attacking, play dead, etc) and will also defend their owners vehemently if they're attacked. You can probably tame multiple if you wanted to. ## Why It's Good For The Game What part about riding wolves isn't entertaining? I don't really play /tg/ that much so I can't argue too much about the balance implications this might pose, but it's undoubtedly a stupid little gimmick and is likely to be used by bored assistants and miners with too much time on their hands. Especially robust individuals will probably find a million things to do with a basic mob capable of fetching, attacking on command and generally being able to defend themselves decently well. ## Changelog 🆑 yooriss refactor: Icemoon wolves now use the basic mob framework and should act more intelligently, defending their pack. add: Icemoon wolves can be tamed with slabs of meat and can be ridden as mounts once friendly. Being rather large dogs, they also have access to most of the pet commands you'd expect, such as fetching things, and violently mauling people their owners point at. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Refactor icemoon wolves into basic mobs and add taming + pack behavior --------- Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com>
258 lines
9.8 KiB
Plaintext
258 lines
9.8 KiB
Plaintext
// None of these are really complex enough to merit their own file
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/**
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* # Pet Command: Idle
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* Tells a pet to resume its idle behaviour, usually staying put where you leave it
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*/
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/datum/pet_command/idle
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command_name = "Stay"
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command_desc = "Command your pet to stay idle in this location."
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radial_icon = 'icons/obj/bed.dmi'
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radial_icon_state = "dogbed"
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speech_commands = list("sit", "stay", "stop")
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command_feedback = "sits"
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/datum/pet_command/idle/execute_action(datum/ai_controller/controller)
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return SUBTREE_RETURN_FINISH_PLANNING // This cancels further AI planning
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/**
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* # Pet Command: Stop
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* Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you
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*/
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/datum/pet_command/free
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command_name = "Loose"
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command_desc = "Allow your pet to resume its natural behaviours."
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radial_icon = 'icons/mob/actions/actions_spells.dmi'
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radial_icon_state = "repulse"
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speech_commands = list("free", "loose")
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command_feedback = "relaxes"
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/datum/pet_command/free/execute_action(datum/ai_controller/controller)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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return // Just move on to the next planning subtree.
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/**
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* # Pet Command: Follow
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* Tells a pet to follow you until you tell it to do something else
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*/
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/datum/pet_command/follow
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command_name = "Follow"
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command_desc = "Command your pet to accompany you."
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radial_icon = 'icons/testing/turf_analysis.dmi'
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radial_icon_state = "red_arrow"
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speech_commands = list("heel", "follow")
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///the behavior we use to follow
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var/follow_behavior = /datum/ai_behavior/pet_follow_friend
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/datum/pet_command/follow/set_command_active(mob/living/parent, mob/living/commander)
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. = ..()
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set_command_target(parent, commander)
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/datum/pet_command/follow/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(follow_behavior, BB_CURRENT_PET_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Play Dead
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* Pretend to be dead for a random period of time
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*/
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/datum/pet_command/play_dead
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command_name = "Play Dead"
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command_desc = "Play a macabre trick."
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radial_icon = 'icons/mob/simple/pets.dmi'
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radial_icon_state = "puppy_dead"
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speech_commands = list("play dead") // Don't get too creative here, people talk about dying pretty often
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/datum/pet_command/play_dead/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(/datum/ai_behavior/play_dead)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Good Boy
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* React if complimented
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*/
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/datum/pet_command/good_boy
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command_name = "Good Boy"
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command_desc = "Give your pet a compliment."
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hidden = TRUE
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/datum/pet_command/good_boy/New(mob/living/parent)
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. = ..()
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speech_commands += "good [parent.name]"
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switch (parent.gender)
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if (MALE)
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speech_commands += "good boy"
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return
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if (FEMALE)
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speech_commands += "good girl"
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return
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// If we get past this point someone has finally added a non-binary dog
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/datum/pet_command/good_boy/execute_action(datum/ai_controller/controller)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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var/mob/living/parent = weak_parent.resolve()
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if (!parent)
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return SUBTREE_RETURN_FINISH_PLANNING
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new /obj/effect/temp_visual/heart(parent.loc)
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parent.emote("spin")
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Use ability
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* Use an an ability that does not require any targets
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*/
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/datum/pet_command/untargeted_ability
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///untargeted ability we will use
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var/ability_key
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/datum/pet_command/untargeted_ability/execute_action(datum/ai_controller/controller)
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var/datum/action/cooldown/ability = controller.blackboard[ability_key]
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if(!ability?.IsAvailable())
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return
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controller.queue_behavior(/datum/ai_behavior/use_mob_ability, ability_key)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Attack
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* Tells a pet to chase and bite the next thing you point at
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*/
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/datum/pet_command/point_targeting/attack
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command_name = "Attack"
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command_desc = "Command your pet to attack things that you point out to it."
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radial_icon = 'icons/effects/effects.dmi'
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radial_icon_state = "bite"
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speech_commands = list("attack", "sic", "kill")
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command_feedback = "growl"
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pointed_reaction = "and growls"
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/// Balloon alert to display if providing an invalid target
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var/refuse_reaction = "shakes head"
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/// Attack behaviour to use
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var/attack_behaviour = /datum/ai_behavior/basic_melee_attack
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// Refuse to target things we can't target, chiefly other friends
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/datum/pet_command/point_targeting/attack/set_command_target(mob/living/parent, atom/target)
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if (!target)
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return
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var/mob/living/living_parent = parent
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if (!living_parent.ai_controller)
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return
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var/datum/targeting_strategy/targeter = GET_TARGETING_STRATEGY(living_parent.ai_controller.blackboard[targeting_strategy_key])
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if (!targeter)
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return
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if (!targeter.can_attack(living_parent, target))
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refuse_target(parent, target)
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return
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return ..()
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/// Display feedback about not targeting something
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/datum/pet_command/point_targeting/attack/proc/refuse_target(mob/living/parent, atom/target)
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var/mob/living/living_parent = parent
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living_parent.balloon_alert_to_viewers("[refuse_reaction]")
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living_parent.visible_message(span_notice("[living_parent] refuses to attack [target]."))
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/datum/pet_command/point_targeting/attack/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(attack_behaviour, BB_CURRENT_PET_TARGET, targeting_strategy_key)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Breed command. breed with a partner!
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*/
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/datum/pet_command/point_targeting/breed
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command_name = "Breed"
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command_desc = "Command your pet to attempt to breed with a partner."
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radial_icon = 'icons/mob/simple/animal.dmi'
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radial_icon_state = "heart"
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speech_commands = list("breed", "consummate")
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var/datum/ai_behavior/reproduce_behavior = /datum/ai_behavior/make_babies
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/datum/pet_command/point_targeting/breed/set_command_target(mob/living/parent, atom/target)
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if(isnull(target) || !isliving(target))
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return
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if(!HAS_TRAIT(parent, TRAIT_MOB_BREEDER) || !HAS_TRAIT(target, TRAIT_MOB_BREEDER))
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return
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if(isnull(parent.ai_controller))
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return
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if(!parent.ai_controller.blackboard[BB_BREED_READY] || isnull(parent.ai_controller.blackboard[BB_BABIES_PARTNER_TYPES]))
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return
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var/mob/living/living_target = target
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if(!living_target.ai_controller?.blackboard[BB_BREED_READY])
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return
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return ..()
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/datum/pet_command/point_targeting/breed/execute_action(datum/ai_controller/controller)
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if(is_type_in_list(controller.blackboard[BB_CURRENT_PET_TARGET], controller.blackboard[BB_BABIES_PARTNER_TYPES]))
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controller.queue_behavior(reproduce_behavior, BB_CURRENT_PET_TARGET)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Targetted Ability
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* Tells a pet to use some kind of ability on the next thing you point at
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*/
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/datum/pet_command/point_targeting/use_ability
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command_name = "Use ability"
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command_desc = "Command your pet to use one of its special skills on something that you point out to it."
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radial_icon = 'icons/mob/actions/actions_spells.dmi'
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radial_icon_state = "projectile"
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speech_commands = list("shoot", "blast", "cast")
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command_feedback = "growl"
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pointed_reaction = "and growls"
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/// Blackboard key where a reference to some kind of mob ability is stored
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var/pet_ability_key
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/datum/pet_command/point_targeting/use_ability/execute_action(datum/ai_controller/controller)
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if (!pet_ability_key)
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return
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var/datum/action/cooldown/using_action = controller.blackboard[pet_ability_key]
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if (QDELETED(using_action))
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return
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// We don't check if the target exists because we want to 'sit attentively' if we've been instructed to attack but not given one yet
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// We also don't check if the cooldown is over because there's no way a pet owner can know that, the behaviour will handle it
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controller.queue_behavior(/datum/ai_behavior/pet_use_ability, pet_ability_key, BB_CURRENT_PET_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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/datum/pet_command/protect_owner
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command_name = "Protect owner"
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command_desc = "Your pet will run to your aid."
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hidden = TRUE
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///the range our owner needs to be in for us to protect him
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var/protect_range = 9
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///the behavior we will use when he is attacked
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var/protect_behavior = /datum/ai_behavior/basic_melee_attack
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/datum/pet_command/protect_owner/add_new_friend(mob/living/tamer)
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RegisterSignal(tamer, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(set_attacking_target))
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if(!HAS_TRAIT(tamer, TRAIT_RELAYING_ATTACKER))
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tamer.AddElement(/datum/element/relay_attackers)
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/datum/pet_command/protect_owner/remove_friend(mob/living/unfriended)
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UnregisterSignal(unfriended, COMSIG_ATOM_WAS_ATTACKED)
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/datum/pet_command/protect_owner/execute_action(datum/ai_controller/controller)
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var/mob/living/victim = controller.blackboard[BB_CURRENT_PET_TARGET]
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if(QDELETED(victim))
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return
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// cancel the action if they're below our given crit stat, OR if we're trying to attack ourselves (this can happen on tamed mobs w/ protect subtree rarely)
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if(victim.stat > controller.blackboard[BB_TARGET_MINIMUM_STAT] || victim == controller.pawn)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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return
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controller.queue_behavior(protect_behavior, BB_CURRENT_PET_TARGET, BB_PET_TARGETING_STRATEGY)
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return SUBTREE_RETURN_FINISH_PLANNING
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/datum/pet_command/protect_owner/set_command_active(mob/living/parent, mob/living/victim)
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. = ..()
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set_command_target(parent, victim)
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/datum/pet_command/protect_owner/proc/set_attacking_target(atom/source, mob/living/attacker)
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var/mob/living/basic/owner = weak_parent.resolve()
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if(isnull(owner))
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return
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var/mob/living/current_target = owner.ai_controller?.blackboard[BB_CURRENT_PET_TARGET]
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if(attacker == current_target) //we are already dealing with this target
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return
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if(isliving(attacker) && can_see(owner, attacker, protect_range))
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set_command_active(owner, attacker)
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