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## About The Pull Request before, if u wanted to make ur animal hunt for food, u had to give them the find food subtree, the attacking subtree, and had to edit their targeting stratedgy to include items. this makes it so u only have to give them just 1 subtree which will handle everything it needs to. also makes it alot more customizable, u can now set a hunger cooldown for ur animals, and cute emotes for them to play after eating food ## Why It's Good For The Game makes it more convenient for future devs to include food hunting behaviors to their animals, while also making it more customizable ## Changelog 🆑 code: animals' food hunting behavior has been refactored, please report any bugs /🆑
53 lines
1.9 KiB
Plaintext
53 lines
1.9 KiB
Plaintext
/datum/ai_controller/basic_controller
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movement_delay = 0.4 SECONDS
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/datum/ai_controller/basic_controller/TryPossessPawn(atom/new_pawn)
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if(!isbasicmob(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/basic/basic_mob = new_pawn
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update_speed(basic_mob)
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RegisterSignals(basic_mob, list(POST_BASIC_MOB_UPDATE_VARSPEED, COMSIG_MOB_MOVESPEED_UPDATED), PROC_REF(update_speed))
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RegisterSignal(basic_mob, COMSIG_MOB_ATE, PROC_REF(on_mob_eat))
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return ..() //Run parent at end
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/datum/ai_controller/basic_controller/on_stat_changed(mob/living/source, new_stat)
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. = ..()
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update_able_to_run()
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/datum/ai_controller/basic_controller/setup_able_to_run()
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. = ..()
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RegisterSignal(pawn, COMSIG_MOB_INCAPACITATE_CHANGED, PROC_REF(update_able_to_run))
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if(ai_traits & PAUSE_DURING_DO_AFTER)
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RegisterSignals(pawn, list(COMSIG_DO_AFTER_BEGAN, COMSIG_DO_AFTER_ENDED), PROC_REF(update_able_to_run))
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/datum/ai_controller/basic_controller/clear_able_to_run()
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UnregisterSignal(pawn, list(COMSIG_MOB_INCAPACITATE_CHANGED, COMSIG_MOB_STATCHANGE, COMSIG_DO_AFTER_BEGAN, COMSIG_DO_AFTER_ENDED))
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return ..()
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/datum/ai_controller/basic_controller/get_able_to_run()
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. = ..()
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if(!.)
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return FALSE
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var/mob/living/living_pawn = pawn
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if(!(ai_traits & CAN_ACT_WHILE_DEAD))
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// Unroll for flags here
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if (ai_traits & CAN_ACT_IN_STASIS && (living_pawn.stat || INCAPACITATED_IGNORING(living_pawn, INCAPABLE_STASIS)))
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return FALSE
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else if(IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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if(ai_traits & PAUSE_DURING_DO_AFTER && LAZYLEN(living_pawn.do_afters))
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return FALSE
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/datum/ai_controller/basic_controller/proc/update_speed(mob/living/basic/basic_mob)
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SIGNAL_HANDLER
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movement_delay = basic_mob.cached_multiplicative_slowdown
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/datum/ai_controller/basic_controller/proc/on_mob_eat()
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SIGNAL_HANDLER
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var/food_cooldown = blackboard[BB_EAT_FOOD_COOLDOWN] || EAT_FOOD_COOLDOWN
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set_blackboard_key(BB_NEXT_FOOD_EAT, world.time + food_cooldown)
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