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## About The Pull Request refactors all behaviors to work through clicking. also removes some now redundant behaviors. in the future ill try to generalize more of these behaviors ## Why It's Good For The Game makes AI controllers work through clicks which may help with swing combat implementation ## Changelog 🆑 refactor: basic mob AI interactions has been refactored. please report any bugs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
48 lines
2.1 KiB
Plaintext
48 lines
2.1 KiB
Plaintext
/// Fire a ranged attack without interrupting movement.
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/datum/ai_planning_subtree/ranged_skirmish
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operational_datums = list(/datum/component/ranged_attacks)
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/// Blackboard key holding target atom
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// What AI behaviour do we actually run?
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var/attack_behavior = /datum/ai_behavior/ranged_skirmish
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/// If target is further away than this we don't fire
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var/max_range = 9
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/// If target is closer than this we don't fire
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var/min_range = 2
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/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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if(!controller.blackboard_key_exists(target_key))
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return
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controller.queue_behavior(attack_behavior, target_key, BB_TARGETING_STRATEGY, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION, max_range, min_range)
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/// How often will we try to perform our ranged attack?
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/datum/ai_behavior/ranged_skirmish
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action_cooldown = 1 SECONDS
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/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key, max_range, min_range)
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. = ..()
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var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key]
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return !QDELETED(target)
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/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key, max_range, min_range)
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var/atom/target = controller.blackboard[target_key]
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if (QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
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if(!targeting_strategy.can_attack(controller.pawn, target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/hiding_target = targeting_strategy.find_hidden_mobs(controller.pawn, target)
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controller.set_blackboard_key(hiding_location_key, hiding_target)
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target = hiding_target || target
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var/distance = get_dist(controller.pawn, target)
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if (distance > max_range || distance < min_range)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = target, combat_mode = TRUE)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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